BUG REPORTS
#31 Posted 10 March 2011 - 12:37 PM
The second bug is that when playing as Jedrick, although in F7 mode you see Jedrick how he's supposed to look, when you see the player sprite with the camera, it's good ol' duke. These are minor bugs which don't affect gameplay and only really affect this level so it's not a big deal.
#32 Posted 14 March 2011 - 09:43 AM
But with the update applied they don't seem to respond any more. I confirmed this by removing the "WGR2GAME.con" from the WGR2 folder.
Were there any changes made to this actor?
I was using them with the "EXTRA to 1" feature so no lotag was needed.
EDIT: Looking over the latest GAME.CON compared to the one in the .grp.
case MUSICSWITCH ifvarn activator 0 { checkactivatormotion activator ifvare RETURN YES setvar mtype 1 // ifvarand monstflags 1 ifvarvare player[THISACTOR].cursectnum sprite[THISACTOR].sectnum setvar mtype 1 ifvare mtype 1 { getuserdef[THISACTOR].volume_number temp setuserdef[THISACTOR].volume_number 0 starttrackvar hitag setuserdef[THISACTOR].volume_number temp ifvarvarn hitag LEVEL setvarvar music2 hitag else setvar music2 0 setvar activator 0 } }
The line that has been commented out is what has stopped my MUSICSWITCH from working, I assume this was all done to fix the music bug reported in the previous page?
This post has been edited by The Commander: 14 March 2011 - 09:58 AM
#33 Posted 14 March 2011 - 10:43 AM
The Commander, on Mar 14 2011, 10:43 AM, said:
Sort of. Actually, the bug was fixed elsewhere, and the line being commented out was a leftover that I forgot to undo from when I was testing the fix. You can uncomment the line and it should work fine.
#34 Posted 14 March 2011 - 12:21 PM
This post has been edited by The Commander: 14 March 2011 - 12:21 PM
#35 Posted 14 March 2011 - 01:21 PM
The Commander, on Mar 14 2011, 01:21 PM, said:
After so many mistakes, my confidence is not very high right now. Maybe you could check the attachment and see if that finally fixes the problems.
Attached File(s)
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WGR2GAME.zip (202.23K)
Number of downloads: 895
This post has been edited by DeeperThought: 14 March 2011 - 01:55 PM
#36 Posted 14 March 2011 - 01:26 PM
Including: WGR2DEFS.CON (69801 bytes) Including: WGR2USER.CON (78850 bytes) WGR2GAME.con: In state `glasscode2': WGR2GAME.con:21526: error: parameter `STAINEDGLASS19' is undefined. WGR2GAME.con: In actor `STAINEDGLASS19': WGR2GAME.con:21559: error: parameter `STAINEDGLASS19' is undefined. WGR2GAME.con: In actor `BARBSTATUE': WGR2GAME.con:33905: warning: `nullop' found without `else' WGR2GAME.con:33905: warning: empty `ifcount' branch Found 2 warning(s), 2 error(s).
EDIT: I see why that has happened. Ill define it in the DEFS. Just not to sure which tile it is though so ill make it random for now.
EDIT 2: It does not seem to fix it, I made a basic test map with two sectors, one contains the musicswitch, the other the player starts in.
This post has been edited by The Commander: 14 March 2011 - 01:48 PM
#37 Posted 14 March 2011 - 01:59 PM
The MUSICSWITCH should work as a touchplate, but you have to set its Extra to 1, and make sure that the lotag is 0. If the lotag is set, it will try to be the activation type and it won't work like a touchplate.
#38 Posted 15 March 2011 - 10:30 AM
Can you please try the attached map and tell me if you hear a different song for each sector.
They are numbered the same as the hitag. All have no lotag set and an extra of 1.
Attached File(s)
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musictest.zip (618bytes)
Number of downloads: 896
#39 Posted 15 March 2011 - 01:05 PM
Attached File(s)
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WGR2GAME.zip (202.51K)
Number of downloads: 930
#40 Posted 16 March 2011 - 10:11 AM
I don't suppose I could trouble you some more by increasing the use of this actor by:
The actor stays alive if the "XVEL is set to 1" it will then check to see which hitag (tracK) is currently playing, if the track does not equal the current hitag, then switch to the new one.
In n00b terms, I could have one song play in a room if the player enters it, then a new song in another room, but play the first song again if the player enters the first room again.
If it is to much trouble I will just copy the current MUSICSWITCH code and make the changes and insert it as a new actor in the my CON which reads along side your one.
#41 Posted 16 March 2011 - 07:26 PM
#42 Posted 16 March 2011 - 07:33 PM
What's funny is that someone was complaining just a few days ago about how it seemed impossible to win using Jedrik. Of course I pointed out that the Armageddon Sword was his best weapon. Little did I know that its special attack was a one-hit kill!
I don't consider this to be horribly serious, though, because most players don't know how to use Jedrik and don't bother trying to learn (as proven by the fact that you were the only person to notice the bug).
This post has been edited by DeeperThought: 16 March 2011 - 07:36 PM
#43 Posted 16 March 2011 - 07:41 PM
Attached File(s)
-
WGR2GAME.zip (202.52K)
Number of downloads: 901
#44 Posted 16 March 2011 - 08:14 PM
#45 Posted 19 June 2011 - 11:53 AM
Excellent work besides these, I'll be starting it again on the hardest difficulty in the meantime, see if I can't progress.
#46 Posted 19 June 2011 - 12:09 PM
#47 Posted 19 June 2011 - 02:53 PM
As for the next area, I killed everything in a number of different ways, and no energy orbs seem to be present from any of the monsters in the area, i even resorted to killing everything in the exact same order as the playthrough, but again the number of monsters in the area were decidedly reduced so I assumed it was the difficulty issue.
I'm still not ruling out an error on my part somewhere though as I've had no issues whatsoever up until that point and not found anyone else having similar issues. I just want to progress, I tried cheating to give me the orbs but it just felt so wrong, especially after noclipping to get through a prior door aswell, I want to do it as intended.
#48 Posted 19 June 2011 - 10:39 PM
It is possible that something got messed up in the most recent release that broke the level. Almost all of the playtesting was aimed at the new material. I'm not even sure that any of the testers played though that first episode for the last release. Still, it is strange that no one else has complained.
As Spiker said, difficulty levels in WGR2 should not have any effect on how many monsters are in the level. That first episode was tested a lot during the initial releases, and any problem having to do with difficulty settings would have been discovered long ago. So if there is a bug, it must have been introduced during one of the newer releases. If I have time, I will try playing through it again myself.
#50 Posted 20 June 2011 - 09:57 AM
Garland, on 20 June 2011 - 05:42 AM, said:
After a death? That could be the problem. So if I understand correctly, you died and then selected "restart level" instead of loading your last saved game, right?
#51 Posted 20 June 2011 - 10:01 AM
#52 Posted 20 June 2011 - 10:34 AM
EDIT: I tried the saved games using the older eduke32, and the monsters needed to open the door are indeed missing. I'm looking into it now.
#53 Posted 20 June 2011 - 11:21 AM
I suggest you start a new game, but select the "USER MAP" option and open WGX3.MAP
You can give yourself whatever equipment you need by spawning it from the console:
spawn CHAINGUNSPRITE
spawn RPGSPRITE
spawn FLAMETHROWERSPRITE
spawn ATOMICHEALTH
etc.
Also, I suggest using the most recent build of eduke32: http://dukeworld.duk.../20110619-1911/
#54 Posted 20 June 2011 - 11:49 AM
#55 Posted 20 June 2011 - 12:20 PM
Garland, on 20 June 2011 - 11:49 AM, said:
It was probably a bug that happens rarely. Let me know if it happens again after starting a new game.
#56 Posted 22 June 2011 - 07:05 AM
And after killing the ice boss and being teleported to the nexus map, does the game end here? Is there anything else to do?
This post has been edited by rasmus thorup: 22 June 2011 - 08:45 AM
#57 Posted 22 June 2011 - 11:04 AM
rasmus thorup, on 22 June 2011 - 07:05 AM, said:
And after killing the ice boss and being teleported to the nexus map, does the game end here? Is there anything else to do?
Yeah, that is the end of that episode, and there is nothing else to do there.
Originally, it was planned that you would get another mission when you return to the nexus, but I don't know if that will ever happen. There are other episodes you can play, though.
#58 Posted 22 June 2011 - 11:09 AM
#59 Posted 25 June 2011 - 06:41 AM
Any idea?
Here is how i start it up:
/Users/myuser/Desktop/WGR2_SIEGEBREAKER/EDuke32 -g/Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2/WGR2.GRP -x/Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2/WGR2GAME.con -game_dir /Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2
Awesome mod by the way!
#60 Posted 25 June 2011 - 08:26 AM
meo, on 25 June 2011 - 06:41 AM, said:
/Users/myuser/Desktop/WGR2_SIEGEBREAKER/EDuke32 -g/Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2/WGR2.GRP -x/Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2/WGR2GAME.con -game_dir /Users/myuser/Desktop/WGR2_SIEGEBREAKER/WGR2
Awesome mod by the way!
Well I'm glad you got it working on Mac OS, at least. I see two different problems in the screenshot. The first problem is that the hud doesn't fit on the screen. The only thing I can suggest for that is trying different screen resolutions with different aspect ratios. I've been told that the EDuke32 startup window (which allows you to select those) does not work in Mac OS, but you can select different resolutions in the video setup menu after starting EDuke32. The other problem is that the 32-bit graphics are not being used. I can tell because the fonts are low quality (this also means you are missing the skyboxes and some other things). Once again, go to the graphics menu and try to change the renderer to 32-bit OpenGL. If that option is not available, it may mean that you have an incompatible video driver. If that renderer is already selected, then there is another problem.
In any event, I would like to see your eduke32.log file.