
Some bugs I found
#33 Posted 16 June 2016 - 04:22 PM
#34 Posted 16 June 2016 - 07:51 PM
FistMarine, on 05 June 2016 - 09:17 AM, said:
As I've mentioned the previous dozen times you've reported this to me, I can't reproduce the problem so I can't figure out what is wrong. At most I can look at the code that handles these sliders and make guesses.
FistMarine, on 05 June 2016 - 09:17 AM, said:
This isn't a bug, though TX and I agree it is undesirable.
http://svn.eduke32.com/comp.php?repname=eduke32&compare[]=/polymer/eduke32/ source/game.c@4934&compare[]=/polymer/eduke32/source/game.c@4935
To save memory on Android, we changed the way some of the engine's data structures are managed so that they only take up as much space as they need at the time, instead of always taking up the maximum. The game-side tilt screen code depended on having extra space to work with.
Fortunately, in normal play you don't spend much time dead or pressing Look Left or Look Right.
FistMarine, on 05 June 2016 - 09:17 AM, said:
This is near the top of my list, thanks to your excellent bug report and the problem being a simple one.
#35 Posted 17 June 2016 - 02:07 AM
Hendricks266, on 16 June 2016 - 07:51 PM, said:
Well, if you use the arrow keys to move the slider left and right, it doesn't work at certain times and it gets stuck, so you can't move slider at all. It only works properly with the mouse, you can set any value you want. Just with the arrow keys it doesn't work right.
Hendricks266, on 16 June 2016 - 07:51 PM, said:
http://svn.eduke32.com/comp.php?repname=eduke32&compare[]=/polymer/eduke32/ source/game.c@4934&compare[]=/polymer/eduke32/source/game.c@4935
To save memory on Android, we changed the way some of the engine's data structures are managed so that they only take up as much space as they need at the time, instead of always taking up the maximum. The game-side tilt screen code depended on having extra space to work with.
Fortunately, in normal play you don't spend much time dead or pressing Look Left or Look Right.
I understand now.
Hendricks266, on 16 June 2016 - 07:51 PM, said:
No problem. I'm glad I could be helpful. It was easy to reproduce the bug.
Anyways, I also found out few other minor menu issues but I will report them next week after I finish with my last 2 exams.
This post has been edited by FistMarine: 17 June 2016 - 02:09 AM
#36 Posted 18 June 2016 - 09:08 PM
EDIT: Sorry, it has already been reported here: https://forums.duke4...act-weird-pics/
This post has been edited by filipetolhuizen: 18 June 2016 - 09:15 PM
#37 Posted 19 June 2016 - 08:05 PM
1) Open any map with >= 2 corruptions
2) Open the console and type "corruptcheck tryfix 1"
It will fix corruption 1, but then it will also fix corruption 2 without being asked.
Any value > 1 works as expected, only 1 seems to have this problem.
This post has been edited by Nukey: 19 June 2016 - 08:32 PM
#38 Posted 05 July 2016 - 10:24 AM
It can be reproduced by holding the forward button and at same time pressing ESC button to bring up the main menu. To make all options appear, just move the down arrow key. After that, you can't reproduce the bug again, unless you delete the config file.
#39 Posted 11 July 2016 - 09:15 AM
Thanks.
#40 Posted 22 July 2016 - 01:06 AM
https://forums.duke4...post__p__255098
Screenshots:
It can be reproduced the same way: Hold "move forward" button and at same time, press either F2, F3, F4 or F11 keys to access a menu. You will get a glitched menu.
This post has been edited by FistMarine: 22 July 2016 - 02:27 AM
#41 Posted 05 September 2016 - 11:22 PM
-Music doesn't play correctly
-Autoaim is broken
Other bugs that still persist in latest build:
1) Slider bug. The bug was partially fixed, I can move the slider to the right fine but to the left it stops at random values such as 2.10 (gamma in Color Correction menu). After that you must use mouse to change the value or it gets stuck here.
2) Spaces in Configure Keys. When you go to change your controls, you will see some commands have nothing at all defined. You can use DEL key to delete the command and then it will show fine as line instead of space. Before the bug was introduced, non defined commands always showed as - but now they show as nothing at all.
#42 Posted 06 September 2016 - 05:26 AM
I tried to bisect the music issue but it's a Windows only bug apparently. Henricks and TX will have to figure it out!
#43 Posted 06 September 2016 - 07:30 AM
Anyway here are screenshots about the spaces in Configure Keys that I meant earlier:
First screenshot shows an empty space assigned on fire button. On second screenshot I deleted the empty space with the DEL key and it shows a line as intended. I remember this got introduced last year but I can't remember when.
#44 Posted 06 September 2016 - 08:57 AM
I found a rendering bug in the Classic Renderer (in vanilla duke) where certain sprites (explosions, smallsmoke, fire, etc) render in front of every other sprite. This is caused by changes in revision 5723. (I bisected it last night)
#45 Posted 06 September 2016 - 10:58 AM
Mblackwell, on 06 September 2016 - 08:57 AM, said:
I found a rendering bug in the Classic Renderer (in vanilla duke) where certain sprites (explosions, smallsmoke, fire, etc) render in front of every other sprite. This is caused by changes in revision 5723. (I bisected it last night)
Are you sure it's just classic? Some of us have been complaining about a similar (maybe identical) issue in all renderers for quite a while now. I've actually gone back and removed smoke effects from several of my mods because of it -- the smoke and other effects will completely block view of sprites behind it even when transparent.
#48 Posted 06 September 2016 - 01:21 PM
Trooper Dan, on 06 September 2016 - 10:58 AM, said:
I could not reproduce it in Polymost. Quickest test is to boot up E1L1 and the flames from the ship crash will be in front of the fence.
There was a bug previously where transparent objects would get drawn in front of EVERYTHING in all renderers but I believe that was fixed a few months ago.
#49 Posted 06 September 2016 - 05:57 PM
This post has been edited by Mark.: 06 September 2016 - 05:59 PM
#50 Posted 07 September 2016 - 08:32 AM
#51 Posted 08 September 2016 - 07:22 PM
Mblackwell, on 06 September 2016 - 08:57 AM, said:
I found a rendering bug in the Classic Renderer (in vanilla duke) where certain sprites (explosions, smallsmoke, fire, etc) render in front of every other sprite. This is caused by changes in revision 5723. (I bisected it last night)
Fixed in r5857.
Trooper Dan, on 06 September 2016 - 10:58 AM, said:
In r5400, we added cstat 1024 so that the Duke 64 explosion wouldn't look like shit. TX decided to automatically enable this bit for LASERLINE, EXPLOSION2, EXPLOSION2BOT, FREEZEBLAST, ATOMICHEALTH, FIRELASER, SHRINKSPARK, GROWSPARK, CHAINGUN, SHRINKEREXPLOSION, RPG, FLOORFLAME, FIRE, FIRE2, BURNING, BURNING2, SMALLSMOKE, and COOLEXPLOSION1. This may be what you are experiencing.
#52 Posted 08 September 2016 - 07:53 PM
Hendricks266, on 08 September 2016 - 07:22 PM, said:
I don't think so, since all the examples I can think of involve my own custom actors and not any of the ones you listed.
#53 Posted 19 September 2016 - 05:02 AM
To reproduce, I recommend to get gibbed while holding kick (so that the Duke's body doesn't overlap with the dropped kick) and then turn on View Mode. You will see the kick sprite very small floating in air.
EDIT: Screenshot of the dropped kick bug in a map I designed in few minutes, with an automatic shooter that shoots RPG at you
This post has been edited by FistMarine: 20 September 2016 - 09:36 AM
#54 Posted 19 September 2016 - 10:48 AM
This post has been edited by Paul B: 19 September 2016 - 05:33 PM
#55 Posted 19 September 2016 - 11:34 AM
This bugged me for ages and could not figure out why I could not sort sounds, I was rebooting and trying all kinds of things, untill 1 day it dawned on me to try capslock.
Sound's 386 & 388 missing from sound list as well.
r5875
This post has been edited by Captain Massive: 20 September 2016 - 05:01 AM
#56 Posted 08 October 2016 - 07:17 AM
#57 Posted 10 October 2016 - 12:40 PM
FistMarine, on 08 October 2016 - 07:17 AM, said:
It was in the original game and this happens to the Octabrain too.
You should check this: https://forums.duke4...?showtopic=8946
#58 Posted 11 October 2016 - 06:08 AM
Darkus, on 10 October 2016 - 12:40 PM, said:
You should check this: https://forums.duke4...?showtopic=8946
I knew about Mini Battlelord and Octabrain acting weird after returning to normal size but I thought that the non-existent collision of Mini Battlelord only happens in EDuke32.
#59 Posted 24 October 2016 - 06:55 PM
Paul B, on 08 June 2016 - 05:33 PM, said:
Do the latest builds still have the red fog of war?
#60 Posted 25 October 2016 - 08:55 AM
Hendricks266, on 24 October 2016 - 06:55 PM, said:
Good to know that you are going to fix the chaingun bug and hopefully the others I reported too.
