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

User is offline   Forge 

  • Speaker of the Outhouse

#121

View PostScott_AW, on Mar 4 2011, 09:58 PM, said:

How about keeping it from falling through objects? I've put a caldron ontop of a pillar, but the fire falls right through. I also don't have my barrels fall, because when stacked they fall through eachother. Know any way around this?


Find something the barrels don't fall through and make it invisible. As for fire; good luck.
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User is offline   Scott_AW 

#122

@ Gambini - When its done it'll be stand alone, but right now its just a mod.

@ Forge - Well damn, but I guess I can worry about that another time.
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User is offline   TerminX 

  • el fundador

  #123

Fire doesn't actually fall through anything, the renderer just draws it directly at the floor z coordinate of the sector it's in, with no regard for slopes or sprites it might be on top of. This seems like a bug or significant oversight to me, so I'm going to fix it.
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User is offline   Skulldog 

#124

View PostThe Commander, on Dec 3 2010, 02:50 AM, said:

Minor annoyance,
If I launch my mod with the "-server" command it goes straight into game so I can not set video modes etc. (I would like to use Polymer)
So I have to end up turning it on in the console.



"-server -setup " 3 Months
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User is offline   Scott_AW 

#125

cstat 257 solved my barrel problem.


*However, can't stack more than 4 without some problems with them falling through eachother, not a clipdist issue apparently because I played with that value. Better then nothing.

This post has been edited by Scott_AW: 04 March 2011 - 10:05 PM

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User is offline   The Commander 

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

#126

View PostSkulldog, on Mar 5 2011, 06:20 PM, said:

"-server -setup " 3 Months

Doh, I should have known that. :P
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User is offline   Mark 

#127

View PostTX, on Mar 4 2011, 10:52 PM, said:

Fire doesn't actually fall through anything, the renderer just draws it directly at the floor z coordinate of the sector it's in, with no regard for slopes or sprites it might be on top of. This seems like a bug or significant oversight to me, so I'm going to fix it.


It was about 8-10 months ago I had brought this up in a thread about my mod and no one at the time had a fix for it. I ended up having to make new flame textures and put them in the game with defs.
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User is offline   LeoD 

  • Duke4.net topic/3513

#128

The default skill level is always 'Let's Rock' unless you start a map via the commandline '-s# -map [file.map]'. -s# should set the default skill level for new games started from the menu as well. Or this could be stored in the configuration file.

When started through gdb, edue32.debug.exe crashesfreezes when taking a screenshot via F12.

My preferred screen/HUD size is not saved correctly. Pic1: ingame. Pic2: after restarting eduke32.

Attached thumbnail(s)

  • Attached Image: HUD1.jpg
  • Attached Image: HUD2.jpg


This post has been edited by LeoD: 05 March 2011 - 08:12 AM

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User is offline   Gambini 

#129

save a a savegame, load it again and the music is gone.
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User is online   Danukem 

  • Duke Plus Developer

#130

View PostGambini, on Mar 5 2011, 12:16 PM, said:

save a a savegame, load it again and the music is gone.


Oh, that must have been caused by an attempted fix that TX did recently for a music related bug that I reported.
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User is online   Danukem 

  • Duke Plus Developer

#131

Quote

<Roma_Loom> TerminX: have you ever considered to make fire with pal 1 cast blueish light instead of default?
<TerminX> sure, I can do that


If you are going to do that, how about consistency for all sprites that are hardcoded to cast light?

pal 1 is blue
pal 2 is red
pal 4 NO LIGHT
pal 6 bright green
pal 7 yellow
pal 8 green

Unless someone is using altered palettes, those colors should be fine (and if they are using altered palettes, they should be savvy enough to disable the hardcoded lights and make their own)

Admittedly, as a practical matter, this won't make much difference, since the vast majority of the sprites hardcoded to cast light are going to be pal 0

This post has been edited by DeeperThought: 05 March 2011 - 12:43 PM

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User is offline   Stabs 

#132

any chance of getting the savegame files to save a proper picture of your game? alot of HRP based art with no 8-bit art tile gets drawn as nothing in that picture
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User is offline   Plagman 

  • Former VP of Media Operations

#133

Yeah, that's going to come at the same time as viewscreen support for Polymer, since it uses the same tech.
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User is offline   Stabs 

#134

interesting, so is that going to take some time to implement?

btw did you find out why lights where doing strange things with fogpal sectors?
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User is offline   Plagman 

  • Former VP of Media Operations

#135

No, sorry, haven't looked at it yet; had you sent me a map?
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User is offline   The Commander 

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

#136

View PostPlagman, on Mar 6 2011, 12:28 PM, said:

No, sorry, haven't looked at it yet; had you sent me a map?

He uploaded a map in this post.
http://forums.duke4.net/index.php?s=&s...ost&p=74707
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User is offline   Skulldog 

#137

When recording a demo in game. It always puts the file in eduke32 root directory. Can you make it use the
Custom Game Content Directory, when None is not selected?

This post has been edited by Skulldog: 11 March 2011 - 01:08 PM

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User is offline   TerminX 

  • el fundador

  #138

See r1840. It's untested but there isn't much of a margin for error there.
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User is offline   Skulldog 

#139

That worked! Demo recording goes to the Custom Game content directory. Thanks :P
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User is offline   Gambini 

#140

This is not a minor annoyance, this is a serious problem: Several monsters have been dissapearing in my map, they just vanishe away in front of my face. At first it happened with Dukeplus, I blamed DT and forwarded him a complaint letter signed by a notary, but now it happened with vanilla Duke too. I saved a debug map just after the monster dissapeared and looked for it in the whole level, but could not find it. This has been happening at least with Lizmans, newbeasts and battlelords. And once, about a month ago i´ve been attacked by an invisible newbeast where there should not be any. I know it´s happening only in my map, but since i´m working on it can´t play other maps to check if it´s a particular problem. This is very difficult to reproduce i know, but there must be something wrong with monsters...

There´s something that may help though. After this last monster dissapeared, I kept playing and fought a battlelordstayput. In the top left corner of the screen a text with a very small font read "blocked -16 long -32" or something like that, that text hasn´t been recorded in the console for some reason. That may be either the stayput battlelord being blocked by its containing sector or the other monster fighting to get out of the void.

EDIT: the text keeps popping up once the battlelord is dead. it says locked- *random number long- *random number block- *random number. those numbers look as coordinates for some reason.

This post has been edited by Gambini: 13 March 2011 - 04:58 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#141

Could this be related to the lowered default cache size TX introduced a while ago to make EDuke32 run better on handhelds? I've had a related issue once in IW2, where after completing the first episode the game exited with "ALL CACHE LOCKED UP"...

I'd suggest running with "-cachesize 32768" and seeing whether the problem disappears.
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User is offline   TerminX 

  • el fundador

  #142

No, but it could be related to creating a bunch of sprites in the editor with improper sectnums. :P
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User is offline   Gambini 

#143

And i knew you was going to say that :P

For your information there are no sprites with improper sectnums. yet
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User is offline   TerminX 

  • el fundador

  #144

No? I thought you said that you had used LEBuild to add some before the change to Mapster32 to allow them was made.

My only other idea is that you're playing in an area of a map that's beyond what current Mapster32 revisions allow with "editorgridextent".
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User is offline   Gambini 

#145

Yes i used Lebuild to change sectnums in some sprites. But just as part of a test. I kept a safe version where i´m still working on. The sectnum operation will be performed when the level is finished. It is obvious also that Mapster32 fixes the sectnums every time you save the file, so either way there should not be any.

The map is fully within the new grid limits. That time i complained about the grid was when i was fixing DPCB, which was made before that change.
In any case i can send you that debug file i saved just after the monster dissapeared.

I didn´t know there was already possible to edit sectnums! gonna update my copy right now!
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User is online   Danukem 

  • Duke Plus Developer

#146

Are there any slimers around when the monsters disappear? They can't eat battlelords, but they can certainly eat the other monsters you mentioned and when it happens they disappear pretty fast.
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User is offline   Helixhorned 

  • EDuke32 Developer

#147

View PostTX, on Mar 13 2011, 04:53 PM, said:

No, but it could be related to creating a bunch of sprites in the editor with improper sectnums. :P

I know you didn't mean it entirely serious, but my guess was not completely baseless: The only place where the message could come from is
game.c:591, G_ShowCacheLocks:

Bsprintf(tempbuf,"Locked- %d: Leng:%d, Lock:%d",i,cac[i].leng,*cac[i].lock);
printext256(0L,k,31,-1,tempbuf,1);

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User is offline   TerminX 

  • el fundador

  #148

Yeah, those messages are just debug output for sounds. They got enabled when he typed DNDEBUG to dump the map.
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User is offline   Wolf 

#149

I know things like this could be avoided with extra bits of code, but..
Is it intended to let soundoncevar play other sounds called by it while the first one might still be playing?

For example,
randvar SPEECH 10
addvar SPEECH MERC_HEAVY_PAIN1
soundoncevar SPEECH

Will play MERC_HEAVY_PAIN1 - 10 very fast, bunched together, until (I'm assuming) they all have one instance of them playing, until this section where the sound is supposed to play is passed. What I thought it was supposed to do is not let anything else play that was called by the SPEECH var until that one sound was done. Is it a bug or working as intended?
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User is offline   Gambini 

#150

It is possible that very thin sectors could be the cause of these dissapearances?

I had another situation and this time dndebug confirmed that the monster was somewhere above the sector where it was. Let´s try to explain it. This liztroop was right behind a glass locked door trying to get me, suddently dissapeared, i wrote dndebug and seeked him. He was in the building´s roof which is just on top of this door as a sector over sector thing NOT ROR. These two sectors don´t share wall coordinates, their shapes are clearly distinguishable, but the glass door has a thin surrounding sector that serves as a plinth, it has blockable walls. But still I draw this presumed conclusion that, since the monster could not fit inside this sector, it moved to the next one, wrongly taken as the on top sector.

In the previous cases there wasn´t sector overlapping but there was some very thin sector around.
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