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"Paper cuts" -- minor bugs and annoyances  "Post problems here that could be fixed with a few minutes of effort"

#61

For some reason, eDuke32 and every build port would overheat my old 8800GTX in seconds if vsync was off. With Polymers enabled it never happened. No other game did that. I have a gtx260 now, but I never turned off vsync in eDuke32 again.
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User is offline   TerminX 

  • el fundador

  #62

Yeah, that can happen. EDuke32 is more than capable of overworking card in ways that most games don't. Do you remember the widespread reports of Radeon 9700/9800s overheating when Doom 3 was released? Same concept. EDuke32 has a way with stressing certain parts of your GPU that seem to draw the most power and produce the most heat. This wouldn't be the first instance of EDuke32 exposing a cooling problem--or exposing a faulty or underpowered PSU, as was the case with DanM a few months back.
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User is offline   Omni 

#63

Starcraft II also had the same issue. So many pissed off people killing cards due to either bad drivers or insufficient cooling.
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User is offline   Hendricks266 

  • Weaponized Autism

  #64

This might be larger than a paper cut, but could you write an event for drawing to the title screen (with RETURN as whatever counter the game uses for animating the logos' appearance)? There are events for just about everything else, including the 3D Realms screen.

This post has been edited by Hendricks266: 11 November 2010 - 06:42 PM

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#65

View PostNancsi, on Oct 28 2010, 01:26 AM, said:

Multiple explosions like with the building in E1L2 sound buggy. No matter how many sounds I use in the options, I hear one big explosion, and no chain of explosions.


Change the number of Voices in Sound Option to 96. Possibly increase the Playback Sampling Rate to 48000Hz.


Awhile back, EDuke32 would crash with an error:
"Visual C++ library.
Runtime error. Abnormal program termination. "
This only happened when running in OpenGL mode, software mode didn't cause this issue.

When I swapped out my video card, the problem went away.

This post has been edited by The Dukenator: 11 November 2010 - 09:14 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#66

View PostNancsi, on Oct 28 2010, 08:26 PM, said:

No matter how many sounds I use in the options

Mine are not quite one big one, but more like 2-3
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User is offline   Jblade 

#67

Can you add a flag to the weapon projectile's workslike field so that it returns it's own tilenumber instead of shotsparks if you set it to be a hitscan weapon? Or is this not possible due to how that kind of thing works? I've got a few hitscan weapons that I need to be able to detect but they always return as shotspark when I try and get the htpicnum from the actor.
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User is offline   Danukem 

  • Duke Plus Developer

#68

View PostJames, on Nov 21 2010, 02:16 AM, said:

Can you add a flag to the weapon projectile's workslike field so that it returns it's own tilenumber instead of shotsparks if you set it to be a hitscan weapon? Or is this not possible due to how that kind of thing works? I've got a few hitscan weapons that I need to be able to detect but they always return as shotspark when I try and get the htpicnum from the actor.


The correct tile number is in YVEL of the SHOTSPARK1 actor. That's not as useful as having it in HTPICNUM of the victim, but at least the information is there somewhere.
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User is offline   Jblade 

#69

That works, thanks! :blink: I can just copy the YVEL in shotspark1 to the actor's htpicnum and it works well enough.
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User is offline   Comreak 

#70

Not sure if this qualifies, but here's a post I made awhile ago about custom folders and saving:

http://forums.duke4....?showtopic=2574
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User is offline   Mark 

#71

Me and a couple of other people have mentioned in other posts about the problem of wall and floor aligned sprites sometimes do not light up from SE49 and SE50 polymer lights.

I traced down the problem starting with version 1676. Plagman said it was odd when I posted that they light up in Mapster all the time but only some times in the game. I adjusted game parameters he mentioned and still no luck.

Speak up now if you are having this problem too. Otherwise I'll just have to consider that it is something wrong on my end and just shut up about it. :blink:
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User is offline   Plagman 

  • Former VP of Media Operations

#72

That's very interesting, so it's fallout from TerminX's change to sprites in Polymer. That warrants a closer look; do you have a map that exhibits the problem? You can send it to me in private if it's not releasable in this state.
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User is offline   TerminX 

  • el fundador

  #73

Interesting indeed. Even though I'm certainly no graphics programmer the changes I had made seemed pretty sound heh. I wonder what sort of situation is causing this to happen...
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#74

I have this sprite problem, the bridges in my map make heavy use of sprites, the lighting is completely random though floor aligned sprites seem to suffer the most - one bridge is made entirely of sprites and no matter what I do to the shade they appear as being very bright all the time, another bridge has sprites that randomly appear very dark.

I didn't know other people were having this issue, I just assumed it was because at times the game has to draw around 1000 sprites and about 20 lights at once, I merely assumed it was some kind of limit being hit, I can PM you my map as well if you need it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#75

View PostHigh Treason, on Nov 24 2010, 06:50 PM, said:

I have this sprite problem, the bridges in my map make heavy use of sprites, the lighting is completely random though floor aligned sprites seem to suffer the most - one bridge is made entirely of sprites and no matter what I do to the shade they appear as being very bright all the time, another bridge has sprites that randomly appear very dark.

I didn't know other people were having this issue, I just assumed it was because at times the game has to draw around 1000 sprites and about 20 lights at once, I merely assumed it was some kind of limit being hit, I can PM you my map as well if you need it.

The sprites are taking the shade value of your parallaxed ceiling.
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#76

Now you mention it I kind of remember noticing this once... that may present a problem, given that there are about 6 ceilings and 5 of them are the floor and can not be adjusted.

That still doesn't explain why one set of sprites randomly alters which are affected by the light each time I load the map, though you're probably right and I'll have made some stupid mistake.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#77

Are you using fog in this map?
I have noticed this tends to mess with one of my sprite bridges at times, plus a bunch of other crap.
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User is offline   DavoX 

  • Honored Donor

#78

Anyone knows why sometimes pointlights will have this diagonal shade?

Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#79

View PostDavoX, on Nov 24 2010, 10:02 AM, said:

Anyone knows why sometimes pointlights will have this diagonal shade?


What happens if you raise the SE off of the floor?
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User is offline   Forge 

  • Speaker of the Outhouse

#80

View PostHigh Treason, on Nov 23 2010, 11:50 PM, said:

I have this sprite problem, the bridges in my map make heavy use of sprites, the lighting is completely random though floor aligned sprites seem to suffer the most - one bridge is made entirely of sprites and no matter what I do to the shade they appear as being very bright all the time, another bridge has sprites that randomly appear very dark.

View PostHigh Treason, on Nov 24 2010, 07:00 AM, said:

Now you mention it I kind of remember noticing this once... that may present a problem, given that there are about 6 ceilings and 5 of them are the floor and can not be adjusted.



Edit the shade of the ceiling/floor in 2d mode. F7 will bring up a menu to do that, I believe.

Unless you care to elaborate on why the shade cannot be adjusted.

This post has been edited by Forge: 24 November 2010 - 02:48 PM

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User is offline   Mark 

#81

[quote name='DavoX' post='63588' date='Nov 24 2010, 01:02 PM']Anyone knows why sometimes pointlights will have this diagonal shade?

Someone a couple months ago was having a problem and asking for help with pointlights not lighting up his wall and door properly. I downloaded his map and noticed that the light was indeed tilted to one side by almost 45 degrees. I deleted his lights and then added them back in and they were still tilted to one side. I mentioned it the post at that time hoping someone might look into it in the future.

Plagman: My map is too big to send with all the custom artwork and sounds to run it properly. To verify my findings I did create a very small test map back then and the lighting problem was still there. I can try making another small test map and see if I can re-create the glitch.

This post has been edited by Marked: 24 November 2010 - 04:02 PM

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User is offline   Threepwood 

#82

Fix the ending animation not playing: http://forums.duke4....?showtopic=3044
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User is offline   DavoX 

  • Honored Donor

#83

View PostDeeperThought, on Nov 24 2010, 07:11 PM, said:

What happens if you raise the SE off of the floor?


Well the shading decreases as it's expected but the angle it's still there. I want to mention that the SE is not angled in anyway in 2D mode.
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User is offline   Danukem 

  • Duke Plus Developer

#84

BACK ON TOPIC


Here's one that really pisses me off. If I go back and forth between using a mod and using the vanilla game, all my controls for the vanilla game get reset to defaults and I have to enter them all over again.

To be perfectly clear, here is the sequence:

1) I'm using my Attrition mod, with the attrition game directory selected. It has its own cfgs, named att.cfg and att_settings.cfg
2) I need to check something using the unmodified game, so I start eduke32.exe and select None as the game directory. When I start the vanilla game, all the controls are set to defaults.
3) I change all the controls to the way I want them. As long as I stay with the vanilla game, they remain set. I can quit eduke and start it again in vanilla mode and everything is fine.
4) Now I go back to using my mod. As expected, it uses the attrition cfgs and everything is fine. But if I then go back to vanilla again, I'm back at 2. Once again I have to change every control to the way I want it.
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User is offline   Jblade 

#85

I get that issue as well - it's annoying to have to keep rebinding controls if a mod changes them.

I'm not sure if this counts as a papercut, but OGG music gets the reverb effect applied to it as well if you step near an area that has an echo effect applied to it with the music and sound fx sprite.
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User is offline   Danukem 

  • Duke Plus Developer

#86

View PostJames, on Dec 2 2010, 07:41 AM, said:

I get that issue as well - it's annoying to have to keep rebinding controls if a mod changes them.


Yeah it's extremely annoying for me, because I remap almost every function.

View PostJames, on Dec 2 2010, 07:41 AM, said:

I'm not sure if this counts as a papercut, but OGG music gets the reverb effect applied to it as well if you step near an area that has an echo effect applied to it with the music and sound fx sprite.


That's because the ogg music is actually coming from a boombox that Duke carries around with him.
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#87

View PostDeeperThought, on Dec 2 2010, 11:00 AM, said:

That's because the ogg music is actually coming from a boombox that Duke carries around with him.


XD

Anyways, I downloaded one of the recent versions of EDuke32 [with the new isometic 2D map view stuff], mainly to check it out, and I've noticed the one thing I reported about the minitext-font when used with digitalnumber[z] being too pressed together as opposed to r1599 and previous versions is still not appearantly fixed. I figured I'd remind you guys about that one. o.o

I'm pretty sure no one else but TerminX or Plagman will know what I speak of, since I'm probably the only one who uses that font for numeric displays, but the below screenshot will show the problem of what I mean.

Posted Image

Now to clarify, the numbers space fine in quotes and when used in quotes via var insertion, but if you use the digitalnumber/digitalnumberz commands with the minifont to show numbers, they get crunched together like the below screen in versions after r1599, while the above picture in the comparison is the way it SHOULD look and appeared in r1599 and previous. However it should also be noted that TerminX told me this was a bug with digitalnumber positioning in general and that it seems to alter it by a pixel or so[actually, I don't remember exactly how he put it, but something like that, he can explain it better probably :lol:], and that it affects any font when used with the digitalnumber[z] command, but that the larger fonts only look minimally affected compared to the minifont [but I can see then slightly scrunched in spacing on the larger fonts too].

I hope that's not too much to ask about. I'm just hoping it will get fixed eventually so I can actually play later revisions of EDuke32. I don't really wish to change the used fonts just because of the bug and the scrunchiness of the numbers sometimes makes distinguishing 3s and 8s hard in that font. o.o;

Thanks. :rolleyes:
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User is offline   Jblade 

#88

That happens to me as well, and not just with minifonts.
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#89

View PostJames, on Dec 2 2010, 05:41 PM, said:

That happens to me as well, and not just with minifonts.


Yay, someone else who seems to be aware of this. I'm surprised you didn't mention of it before. Or did you just not think it was a bug until now? o.o
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User is offline   TerminX 

  • el fundador

  #90

Fixed in 1732.
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