Bugs & Problems
#781 Posted 23 November 2018 - 02:16 AM
#782 Posted 23 November 2018 - 02:27 AM
Edit: Disregard this post, I didn't see there was a new page.
This post has been edited by Phredreeke: 23 November 2018 - 02:28 AM
#783 Posted 24 November 2018 - 07:25 AM
- If you place life leech in multiplayer you cannot pick up any weapons until the life leech is destroyed or picked up again.
- Crystal ball image (when using crystal ball) is flipped on the side, so the image shows sideways.
#784 Posted 24 November 2018 - 11:09 AM
Tekedon, on 24 November 2018 - 07:25 AM, said:
- Crystal ball image (when using crystal ball) is flipped on the side, so the image shows sideways.
Yeah, forgot about it.
#785 Posted 25 November 2018 - 05:23 AM
A few issues I noticed.
- The resampler options need further work, although 'Nearest' has better sound quality compared to 'Linear' the sound volume doesn't seem consistent. For example if you stand still and fire the Flaregun it's fine, but if you start to strafe left or right, the volume reduces, well it sounds like the audio is switching between the left and right speaker as if it's set to mono instead of stereo. The Tommy gun sounds muffled and distorted, if you compare the sounds between vanilla and GDX you'll see what I mean.
- Demos don't playback in random order, that option has been broken ever since the feature was first introduced.
- Is their any reason the intro cutscenes for the Monolith and GTI logo get cut off for a few seconds at the end? It doesn't play for the full duration, if you compare them to running in DOSBox you'll see what I mean. This happens for both the idle version when cutscenes are disabled and the cinematic version when cutscenes are enabled.
Also thanks for adding 'Vanilla mode' but it would be nice to have a list of what bugs it restores, I see the infinite burning man is back which was always charming also could you add an option to restore the Life Leech back to it's 1.0 behaviour where it leechs health? Then you can toggle it on and off.
M210, on 23 November 2018 - 02:16 AM, said:
This is awesome to hear, but what benefits will the software renderer bring? I hope it can fix the color palette issue and make colors authentic like vanilla
#786 Posted 25 November 2018 - 08:37 AM
**Update, looks like it's only in my map, might be because he spawns in. He dies in e4m8. Can you check this? He dies in my map when you play in dosbox.
Also.. Bring back the "pause" button
This post has been edited by Tekedon: 25 November 2018 - 10:52 AM
#788 Posted 26 November 2018 - 11:50 AM
VGA, on 25 November 2018 - 03:15 PM, said:
As I said before, I already made palette shader a few years ago for my gta2 remake. I just need to prepare Polymost and TextureManager to work with this shader.
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Can you give me a link?
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- Is their any reason the intro cutscenes for the Monolith and GTI logo get cut off for a few seconds at the end? It doesn't play for the full duration, if you compare them to running in DOSBox you'll see what I mean. This happens for both the idle version when cutscenes are disabled and the cinematic version when cutscenes are enabled.
You just need to see more, than one demo file then you will see, that random playing is working, but initial value is always is 0...so, fixed.
about movies, just don't know what to answer, I can't comfirm it. It working as should.
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Maybe later.
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Nothing to me, just a fully porting of build engine, but yes, SW working with palettes.
This post has been edited by M210: 26 November 2018 - 12:01 PM
#789 Posted 26 November 2018 - 11:59 AM
http://blood.freemin...ion=maps&id=477
This post has been edited by Tekedon: 26 November 2018 - 11:59 AM
#790 Posted 26 November 2018 - 12:01 PM
Tekedon, on 26 November 2018 - 11:59 AM, said:
http://blood.freemin...ion=maps&id=477
Ok, thanks. I will see, what's wrong
#791 Posted 26 November 2018 - 02:04 PM
There are also a couple of other glitches I noticed but they happen in Dosbox v1.21 as well. I am talking about not being able to hit the explosive barrel in the upper floor of the first house/barn and not falling when the elevator platform automatically goes down. Unless you move, then you fall. I am mentioning them in case you want to fix the engine bugs when Vanilla mode is disabled
Attached File(s)
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scree0006.png (982.96K)
Number of downloads: 19
#792 Posted 27 November 2018 - 04:26 AM
VGA, on 26 November 2018 - 02:04 PM, said:
There are also a couple of other glitches I noticed but they happen in Dosbox v1.21 as well. I am talking about not being able to hit the explosive barrel in the upper floor of the first house/barn and not falling when the elevator platform automatically goes down. Unless you move, then you fall. I am mentioning them in case you want to fix the engine bugs when Vanilla mode is disabled
The bug in the screenshot happens everywhere right now where you are in a diveable water area and looking at a stacked sector.
#793 Posted 06 December 2018 - 07:02 PM
#794 Posted 06 December 2018 - 08:42 PM
Also, I think 0.796 is the newest?
#795 Posted 07 December 2018 - 10:48 PM
VGA, on 06 December 2018 - 08:42 PM, said:
Also, I think 0.796 is the newest?
Yes, 0.796 is latest (as you can see on my site).
I cant agree, that since 0.768 bloodgdx has worse sounds, just because sound driver was same from first version 0.750 to 0.795.
Bloodgdx has dummymusic driver as default, so just setup midi driver for get it works
#796 Posted 08 December 2018 - 06:16 AM
if you want a good midi playback
or with coolsoft virtualmidisynth + a good soundfont
or you can even try vstmidi driver + yamaha s-yxg50 vsti
This post has been edited by supergoofy: 08 December 2018 - 06:17 AM
#797 Posted 12 December 2018 - 05:51 AM
VGA, on 26 November 2018 - 02:04 PM, said:
I fixed this bug by disable my old ROR tweak, but I forgot what's doing my old code. Maybe this code fixed some other places. Time will show
#798 Posted 12 December 2018 - 10:57 PM
#799 Posted 13 December 2018 - 11:45 AM
Fists Akimbo, on 12 December 2018 - 10:57 PM, said:
I also noticed the same thing.
#800 Posted 13 December 2018 - 05:27 PM
Fists Akimbo, on 12 December 2018 - 10:57 PM, said:
Not only that. But oddly whenever I hit my media volume up/down buttons, it toggles autorun + pauses the game. Somehow these buttons are taking the place of both caps-lock and pause/break. They are dedicated buttons and are not combo keys either.
#801 Posted 13 December 2018 - 07:22 PM
Fists Akimbo, on 12 December 2018 - 10:57 PM, said:
M210, on 22 November 2018 - 07:09 PM, said:
This post has been edited by M210: 13 December 2018 - 07:22 PM
#802 Posted 13 December 2018 - 07:46 PM
Ceekur, on 13 December 2018 - 05:27 PM, said:
This is a side effect of the lack of support for lock-keys and pause key in libgdx
This post has been edited by M210: 13 December 2018 - 07:47 PM
#803 Posted 15 December 2018 - 06:40 AM
Here's an example: http://webm.land/w/Y2gX/
It happens quite frequently. I haven't experienced this in any of the previous GDX versions I've played (I barely played 0.796 though).
This post has been edited by malvado: 15 December 2018 - 07:36 AM
#804 Posted 15 December 2018 - 07:55 AM
#805 Posted 15 December 2018 - 08:13 AM
malvado, on 15 December 2018 - 06:40 AM, said:
Here's an example: http://webm.land/w/Y2gX/
It happens quite frequently. I haven't experienced this in any of the previous GDX versions I've played (I barely played 0.796 though).
Yes, I'm having the exact same problem, but it's always happened for me with BloodGDX & EDuke32.
Very annoying, especially when the stutter/freeze happens while I'm in combat and it gets me killed
#806 Posted 15 December 2018 - 09:22 AM
- Map screen is bugged in this version
- Shadow wrong way on enemies
Attached File(s)
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scr-e6m1blood.ini-0000.png (294.87K)
Number of downloads: 14 -
scr-e6m1blood.ini-0001.png (1.14MB)
Number of downloads: 12
#807 Posted 15 December 2018 - 09:38 AM
M210, on 15 December 2018 - 07:55 AM, said:
So there's not going to be a fix for this?
Versions 0.794 and below were all very good for me (like I said, I don't know about 0.796 because I only tried it for like a minute). This is the only one where I get stutters like this.
This post has been edited by malvado: 15 December 2018 - 09:42 AM
#808 Posted 15 December 2018 - 10:37 PM
malvado, on 15 December 2018 - 09:38 AM, said:
Versions 0.794 and below were all very good for me (like I said, I don't know about 0.796 because I only tried it for like a minute). This is the only one where I get stutters like this.
I doubt it very much, most likely it's just a coincidence(or dying HDD, badblocks, or steam updating Quake Champions))) You can try to launch bloodgdx from ssd, it will working a lot better
Mr. Death, on 15 December 2018 - 08:13 AM, said:
EDuke32 has faster caching then Bloodgdx, so If I can make caching in bloodgdx better, it will not be faster then eDuke32.
Otherway I can precache of all textures, if you have 4gb videoram and 3-4min to load level
This post has been edited by M210: 15 December 2018 - 10:45 PM
#809 Posted 15 December 2018 - 10:59 PM
M210, on 15 December 2018 - 10:37 PM, said:
EDuke32 has faster caching then Bloodgdx, so If I can make caching in bloodgdx better, it will not be faster then eDuke32.
Otherway I can precache of all textures, if you have 4gb videoram and 3-4min to load level
Ah man that's too bad. I switched back to 0.794 and the problem went away so I don't think it's my HDD (also all my other games run fine).
In general this new update 0.797 runs much smoother for me than the old versions but then it unfortunately gets these really noticeable stutters/freezes.
#810 Posted 15 December 2018 - 11:07 PM
malvado, on 15 December 2018 - 10:59 PM, said:
In general this new update 0.797 runs much smoother for me than the old versions but then it unfortunately gets these really noticeable stutters/freezes.
No ideas, the code is same