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Bugs & Problems

User is online   M210 

  • 401

#661

 Tekedon, on 02 June 2018 - 08:00 AM, said:

Noticed that the aspect ratio seems to always be locked to what your monitor is, for instance if I play in 1024x768 it will be stretched to widescreen.

Yes, so you need to disable widescreen support in options for such resolutions


This post has been edited by M210: 02 June 2018 - 08:49 AM

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User is offline   fgsfds 

  • 161

#662

View PostTekedon, on 02 June 2018 - 08:00 AM, said:

Noticed that the aspect ratio seems to always be locked to what your monitor is, for instance if I play in 1024x768 it will be stretched to widescreen.


Check your monitor and video drivers settings. It shouldn't do that.
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User is offline   Tekedon 

  • 25

#663

View PostM210, on 02 June 2018 - 08:48 AM, said:

Yes, so you need to disable widescreen support in options for such resolutions


I have, still stretches it out. Will check my drivers. It did not do this before.
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User is offline   Disco Volante 

  • 0

#664

Hi there. I have this bizarre problem I hope someone can help me with.

I noticed keys seem to 'stick' very often. For instance, if I run around a bit one of the directions will eventually get stuck, and Caleb would keep running in that direction forever until I tap it again.
This problem seems to be related to another issue I'm having:
If I try to rebind a key to any letter or number, the key is instead bound to "242 or 241" (please note, it's not either 242 or 241, it's precisely "242 or 241").
This happens for any letter or number and any command.
If I rebind to something like 'space' or 'control' or even the arrow keys it binds correctly.

On some rare occasions when I launch bloodgdx, I'm able to bind letters correctly as well, and on those occasions the keys don't seem to stick, at least for a while. When eventually they do start sticking again, if I try and rebind a key I will get the 242 241 issue again.

Like I said, this is very strange and I haven't found anyone else with this issue. Hopefully there's a fix that can be found.
Thanks!
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User is offline   Tekedon 

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#665

Sorry, delete. I posted a "bug" I thought that I never noticed was actually a feature in the original.

This post has been edited by Tekedon: 08 June 2018 - 01:21 AM

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User is offline   Fists Akimbo 

  • 0

#666

Any chance in the future that the flare gun's primary flare hitbox can be reduced to match the altfire flare's hitbox? It's around three sizes too big, vanilla bug.
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User is offline   Tekedon 

  • 25

#667

My link

In about 15:00 that ceiling does crush you in dosbox but not in GDX.

This post has been edited by Tekedon: 11 June 2018 - 07:39 AM

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User is online   M210 

  • 401

#668

 Tekedon, on 11 June 2018 - 07:39 AM, said:

My link

In about 15:00 that ceiling does crush you in dosbox but not in GDX.

Ok, I will see, what's wrong here :)


Quote

flare gun's primary flare hitbox

Primary flare has a seeking projectile, so it's not a hitbox bug


This post has been edited by M210: 11 June 2018 - 10:24 PM

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User is offline   Newbert 

  • 0

#669

On the 1st map a skeleton continued to run indefinitely while incinerated. Had to kill him yet again with dynamite:)
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User is offline   Newbert 

  • 0

#670

Also on the 1st map when you enter the building, the cultist upstairs on the left tends to get stuck behind the column - continues to run in place and throw dynamite, but cant hit you and you cant him until you get to his place.
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User is offline   Tekedon 

  • 25

#671

Those are both bugs in the original game and should not be touched. Since then the AI needs to be changed and enemy behavior would be different and incorrect compared to the original game.
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