BUG REPORTS
#2 Posted 26 February 2011 - 05:58 AM
Less than 5 minutes into the map. Shot by one of those half-bodied creatures that launch rockets.
When hit by the rocket, the sound locked into a buzz and the computer crashed (similar to what used to happen with the old sound crashes).
All drivers are up to date.
Attached all files associated with the event in a zip.
#3 Posted 26 February 2011 - 07:59 AM
It was then I noticed that noclip had been enabled. Possibly due to the flyby camera on the stat screen?
But I then also thought reloading a save game should return everything to that exact state and not have cheats as such enabled.
#4 Posted 26 February 2011 - 09:26 AM
The Commander, on Feb 26 2011, 07:59 AM, said:
It was then I noticed that noclip had been enabled. Possibly due to the flyby camera on the stat screen?
But I then also thought reloading a save game should return everything to that exact state and not have cheats as such enabled.
Your analysis seems correct. I'm not sure whether to consider this an eduke bug or not.
I can fix that, but it means that clipping will be on whenever a saved game is loaded, regardless of whether it was on when you saved the game.
#5 Posted 26 February 2011 - 09:30 AM
Forge, on Feb 26 2011, 05:58 AM, said:
Less than 5 minutes into the map. Shot by one of those half-bodied creatures that launch rockets.
When hit by the rocket, the sound locked into a buzz and the computer crashed (similar to what used to happen with the old sound crashes).
All drivers are up to date.
Attached all files associated with the event in a zip.
Maybe one of the eduke developers will see this and be able to do something, but I doubt it. I'm only capable of fixing CON related stuff, and this clearly isn't. The good thing is that it seems to be extremely rare now, as you are the only person it happened to and it only happened once.
#6 Posted 26 February 2011 - 01:33 PM
Anyway, I suggest playing with eduke32.debug.exe in the future, so that any future crashes can be caught more efficiently.
#7 Posted 26 February 2011 - 02:07 PM
Is there a debug.exe for the version of eduke that came with this beta. I don't want to go mixing my drinks before noon.
#8 Posted 26 February 2011 - 05:07 PM
#9 Posted 26 February 2011 - 05:42 PM
A bug was fixed since the initial package which fixes the quad damage palette, so definitely use the latest.
#10 Posted 26 February 2011 - 06:18 PM
#11 Posted 27 February 2011 - 02:35 AM
This post has been edited by The Commander: 27 February 2011 - 02:39 AM
#12 Posted 27 February 2011 - 09:03 AM
The Commander, on Feb 27 2011, 02:35 AM, said:
Yeah the problem is they attack by shooting short range bullet type projects to simulate melee, but the slimers get short and they become hard to hit. I'll try to adjust things.
#13 Posted 28 February 2011 - 07:18 AM
Looks good and normal.
The bottom line is cut off on the sides, it might be readable on a wide screen monitor but I can't see it on my CRT.
This post has been edited by The Commander: 28 February 2011 - 07:18 AM
#14 Posted 28 February 2011 - 09:14 AM
#16 Posted 04 March 2011 - 10:43 AM
You have to admit, that is a very small bug. But I'll fix it.
#18 Posted 05 March 2011 - 10:42 AM
when you start playing, conflicting key assignments are either ignored or you will do two actions simultaneously. You only will notice that after you start playing, not while you set up your keys. The image shows the incorrect setup side by side. When the user makes that error overriding key assignments he/she does not use, say '[' change weapons and 'R' POW Key, you experience mystery effects during game play. It's probably Eduke32 stuff and technically not a real bug, but then I need to define the cause, and, and, and play Duke, will not happen, your TC is much more fun.
It's fixed for now, I made a list of all possible assignments, and typed it in.
#19 Posted 05 March 2011 - 11:45 AM
#20 Posted 05 March 2011 - 02:24 PM
#21 Posted 05 March 2011 - 02:49 PM
#22 Posted 05 March 2011 - 03:24 PM
Also, handling of music changes has been broken in the entire Siege Breaker episode. Victory music plays at the Nexus at the very start of the game, the "Game Over" theme plays as soon as I walk into the area with the first Sabreclaw enemies, the music that plays when you leave the room where enemies really start pouring out plays as soon as I walk into the room, and such. Really strange bug there.
#23 Posted 05 March 2011 - 03:49 PM
Serious Cacodemon, on Mar 5 2011, 03:24 PM, said:
I wish you had been a beta tester. The testers we had didn't remember enough of Siege Breaker to spot anything like that. This problem may be caused by a change I made to the MUSICSWITCH effect to achieve something in the new episode. I'll be sure to fix it as part of the patch that I'm working on.
EDIT: The victory music does play during the character selection screen, but that's not a bug. I'll look into the rest.
EDIT2: And...I just looked at the MUSICSWITCH for the Sabreclaw area and it does indeed tell the game to play the Game Over theme. So from a code standpoint, it is working correctly (nor do I think the map has been modified). Do you know which track it played there before?
EDIT3: Now I see what is going on. It really is fucked up. All the MUSICSWITCH sprites are acting like touchplates and are activating as soon as you enter their sectors, instead of waiting for the appropriate activation.
This post has been edited by DeeperThought: 05 March 2011 - 04:04 PM
#24 Posted 05 March 2011 - 04:04 PM
Norvak, on Mar 6 2011, 07:54 AM, said:
It plays for the Siege Breaker episode, but it didn't play for the WGRealms episode. I can't remember if it played for Utter Chaos and Castle Demonhorn though.
Serious Cacodemon, on Mar 6 2011, 08:54 AM, said:
Also, handling of music changes has been broken in the entire Siege Breaker episode. Victory music plays at the Nexus at the very start of the game, the "Game Over" theme plays as soon as I walk into the area with the first Sabreclaw enemies, the music that plays when you leave the room where enemies really start pouring out plays as soon as I walk into the room, and such. Really strange bug there.
The victory music only plays at the start with jedric, not with Duke. I also noticed with jedric that at the end of the episode when the victory music was meant to play, the normal nexus music played, I'm not sure if it does this with Duke as well or not.
Also with Axon, I remember something about him telling Duke about getting through the stalagmites as his first test, and he doesn't seem to say that anymore. He also gives Duke the 'gift' before getting through the stalegmites as opposed to before when he gave it when duke reached the vicinity of the first chest.
When playing with Jedric, Axon gives him the 'gift' immediately, which might not be so bad in itself but he says "a gift for you" at the same time as doing his normal speech so both voice clips are playing at the same time.
This post has been edited by Micky C: 05 March 2011 - 04:05 PM
#25 Posted 05 March 2011 - 04:06 PM
#26 Posted 06 March 2011 - 08:01 PM
I also noticed texture problems in "Open Season" where one of the chairs in the room where you activate the drill has a gap in it, and "Temple Cress" with texture problems on the slopes before the final twisting cave passage containing tons of treasure chests in it. I do have screenshots of the offending bugs and texture issues if you want to see what I mean.
#27 Posted 06 March 2011 - 08:31 PM
Serious Cacodemon, on Mar 6 2011, 08:01 PM, said:
I also noticed texture problems in "Open Season" where one of the chairs in the room where you activate the drill has a gap in it, and "Temple Cress" with texture problems on the slopes before the final twisting cave passage containing tons of treasure chests in it. I do have screenshots of the offending bugs and texture issues if you want to see what I mean.
The cyberdemon was very far away when he was shooting the sky, right? If so, that's not a bug I can fix, it's an engine limitation and it's not a big problem. The other stuff falls into the category of details that should be fixed some day. No need to send screens at this time, your descriptions should be enough to find the problems when someone gets around to it.
#28 Posted 06 March 2011 - 10:51 PM
#29 Posted 06 March 2011 - 10:54 PM
Micky C, on Mar 6 2011, 10:51 PM, said:
I know which part you mean, but I just assumed the sprites were missing completely on some sides.
#30 Posted 08 March 2011 - 12:32 AM
Just an amusing thing, I guess, nothing that bad.
Saw it first in WGR 1.2 I believe.
This post has been edited by Ryan Cordell: 09 March 2011 - 07:09 AM