D2X-XL Bug Reports - MS Windows
Moderators: Grendel, Aus-RED-5
Version 1.3.8:
Hoard works great now....thank you.
When I am killed the screen has a red tinge to it until I pick up a power-up.
Zapp:
make a new player file.
In the ini file, Rem out ";" full screen until you make your player file.
Make sure the player file named in the ini file is also Remed out ";"
Hoard works great now....thank you.
When I am killed the screen has a red tinge to it until I pick up a power-up.
Zapp:
make a new player file.
In the ini file, Rem out ";" full screen until you make your player file.
Make sure the player file named in the ini file is also Remed out ";"
Diedel:
Did some experimenting this morning with several other players. We all had version 1.3.8 installed at the beginning of the test.
Friendly Fire
Host unchecked
Client checked
Anarchy game
Host error message
When accepting player to join game
Warning
Own Control Type 5 in Object1, Sig/Typ
Team game
Anarchy
Host error message
After selecting ACCEPT
Warning
R: Cannot open Correct Version of <Fire
Host bounces back to "New Game, Load Game" menu.
Client bounces back to Multiplayer screen.
Anarchy game
Players
#1 Could never inflict damgage to self
#2 Could inflict damage always to self
#3 Could toggle Friendly Fire correctly
#4 Did not have Vertigo installed: Could not kill self and
other players could not kill #4.
Player #4 installed Vertigo: Could not kill self and other
players could kill #4.
Players changed who was hosting.
Friendly Fire was checked and unchecked for
host and clients alternately
Edit: It seems like Friendly Fire works if you set up a multiplayer game and enter without another player. The problems seems to only be present when another actual player enter the game.
Edit: Did some more testing with win95 D2 as the client. Seems the Friendly Fire toggle is not consistant. sometimes it works and sometimes it does not.
Even in version 1.2.9 there seems to be problems with the Friendly Fire. Tried version 1.1.46 and the Friendly fire works but it seems in that version you need to have the boxed checked to inflict damage to yourself. In later versions it seems you need to have the Friendly Fire box unchecked to inflict damage to yourself.
Did some experimenting this morning with several other players. We all had version 1.3.8 installed at the beginning of the test.
Friendly Fire
Host unchecked
Client checked
Anarchy game
Host error message
When accepting player to join game
Warning
Own Control Type 5 in Object1, Sig/Typ
Team game
Anarchy
Host error message
After selecting ACCEPT
Warning
R: Cannot open Correct Version of <Fire
Host bounces back to "New Game, Load Game" menu.
Client bounces back to Multiplayer screen.
Anarchy game
Players
#1 Could never inflict damgage to self
#2 Could inflict damage always to self
#3 Could toggle Friendly Fire correctly
#4 Did not have Vertigo installed: Could not kill self and
other players could not kill #4.
Player #4 installed Vertigo: Could not kill self and other
players could kill #4.
Players changed who was hosting.
Friendly Fire was checked and unchecked for
host and clients alternately
Edit: It seems like Friendly Fire works if you set up a multiplayer game and enter without another player. The problems seems to only be present when another actual player enter the game.
Edit: Did some more testing with win95 D2 as the client. Seems the Friendly Fire toggle is not consistant. sometimes it works and sometimes it does not.
Even in version 1.2.9 there seems to be problems with the Friendly Fire. Tried version 1.1.46 and the Friendly fire works but it seems in that version you need to have the boxed checked to inflict damage to yourself. In later versions it seems you need to have the Friendly Fire box unchecked to inflict damage to yourself.
After playing some missions with custom models, the next mission played will crash on load. An example:
http://home.comcast.net/~jeff250/descen ... /INCA3.hog
http://home.comcast.net/~jeff250/descen ... /INCA3.MN2
http://home.comcast.net/~jeff250/descen ... /INCA3.hog
http://home.comcast.net/~jeff250/descen ... /INCA3.MN2
Ferno,
- The current version no. is shown on my D2X-W32 page. I will add a page describing all command line parameters known to me some time in the future.
- I have looked into the issues you have explained and believe they should be fixed now.
- I will try to look into these things in the coming weeks.
Diedel:
Friendly fire:
In single player you can enable and disable the option with no problem. With the box checked you can inflict damage upon yourself. It would seem that this box works backwards. Unchecked should disable it and checked should enable it.
In multiplayer you can always inflict damage upon yourself. The game was started with and without the check box checked. Both players were using version 1.3.9
Friendly fire:
In single player you can enable and disable the option with no problem. With the box checked you can inflict damage upon yourself. It would seem that this box works backwards. Unchecked should disable it and checked should enable it.
In multiplayer you can always inflict damage upon yourself. The game was started with and without the check box checked. Both players were using version 1.3.9
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Tiger,
- Friendly Fire on means you can be damaged by friendly fire. I have checked all FF setting combinations on client and server side yesterday, but will double check today.
- cannot reproduce this. My doors open all the way. I wouldn't know why they shouldn't - I haven't touched switch/door code for ages.
Tigeron, are you saying that unchecking the FF option prohibits you from inflicting self-damage? Because you should always be able to hurt yourself, otherwise a major risk of hiding around corners is vaporized (hitting the wall right next to you with a conc).
And quire frankly "Friendly Fire" makes absolutely no sense in singleplayer since you're going alone.
And quire frankly "Friendly Fire" makes absolutely no sense in singleplayer since you're going alone.
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Okay let me explain:Diedel wrote: Falcon,
- cannot reproduce this. My doors open all the way. I wouldn't know why they shouldn't - I haven't touched switch/door code for ages.
It happened in level 7 in the vertigo campaign. after I got the blue key, and i shoot the blue door(the one that is not locked) and the door doesn't open all the way or the door is stucked in the halp of its position
Falcon,
- I need a save game please. e-mail it to karx11erx at hotmail dot com.
- Currently friendly fire includes self-damage. So if you turn it off, you cannot damage yourself. I could however separate these two things and have an extra "inhibit suicide" switch (such a switch btw. exists in Entropy).
Traditionally, in games, friendly fire is reserved for immunity only from teammates. In other games, you can always kill yourself. I agree that immunity from oneself does take something away from the game.
Also, I tried to recreate the Vertigo bug only to get random crashing playing (after, say, a minute) the Vertigo campaign. In standard error, I got that SDL parachute thingy that seems to be a popular output these days. The normal D2 campaign, et. al, were fine. I wonder if this has something to do with how D2x handles V-Ham files.
Also, I tried to recreate the Vertigo bug only to get random crashing playing (after, say, a minute) the Vertigo campaign. In standard error, I got that SDL parachute thingy that seems to be a popular output these days. The normal D2 campaign, et. al, were fine. I wonder if this has something to do with how D2x handles V-Ham files.
I can recreate the crash now-- on Vertigo level 7, it will crash a second after picking up the blue access card. edit: I now believe that the crash is the result of a trigger being activated when I leave the cube that the blue access card is in.
edit: And now on level 8 I just ran into a door that wouldn't open all the way. It's also crashing as well, although I can't easily reproduce it.
edit2: Close enough, at the beginning of level 8, a door that won't even open (although it won't stop robots from seeing me and even attacking me to an extent...)
http://home.comcast.net/~jeff250/descen ... s/door.dem
(It's 4 megs!)
This bug is also NOT consistently reproducable at this door.
edit3: A better example, at the beginning of level 7 (still not reproducable, but only half-opens):
http://home.comcast.net/~jeff250/descen ... /door2.dem
(700KB)
edit: And now on level 8 I just ran into a door that wouldn't open all the way. It's also crashing as well, although I can't easily reproduce it.
edit2: Close enough, at the beginning of level 8, a door that won't even open (although it won't stop robots from seeing me and even attacking me to an extent...)
http://home.comcast.net/~jeff250/descen ... s/door.dem
(It's 4 megs!)
This bug is also NOT consistently reproducable at this door.
edit3: A better example, at the beginning of level 7 (still not reproducable, but only half-opens):
http://home.comcast.net/~jeff250/descen ... /door2.dem
(700KB)
I can't. I'm having trouble saving games on level 7 after any amount of gameplay in general, especially when the bug occurs.
edit: "Error writing savegame. Possibly out of disk space."
edit2: And in fact this seems to be a general case with new pilots on different levels. Can anyone else save games after decent amounts of game time?
edit: "Error writing savegame. Possibly out of disk space."
edit2: And in fact this seems to be a general case with new pilots on different levels. Can anyone else save games after decent amounts of game time?
Looks like Entropy Experiment 2 does the same thing. I think that might have relied on a custom HAM as well. It crashes before you can even leave the first room of Decahedron Outpost. Project: Mandrill also crashes, but seemingly only between levels. That one used HXM files for custom robots. All of the robot textures in Mandrill were screwed up.
This bug has to do with my recently introducing removing of custom robot and model data (Diedel points at Jeff: "It's all his fault, he wanted that!" j/k).
Ok, ofc I introduced the bug.
Anyway, D2X-W32 v1.3.15 with a fix for this is online.
Custom data will now be unloaded after playing a level and not when starting a new one. Also, Vertigo robots and models will not be unloaded.
Ok, ofc I introduced the bug.
Anyway, D2X-W32 v1.3.15 with a fix for this is online.
Custom data will now be unloaded after playing a level and not when starting a new one. Also, Vertigo robots and models will not be unloaded.
Standalone Server
Hmm, the standalone server will be awsome...I will have something to fill my tme up with Let us know when you have it released, or if you want any specific help, im re connecting my other computer up right after i right this, as i had to return halo II to blockbuster
Matt1360~~
Edit: Computer up and running yet again, and serving as a CZ dedicated server, and a JukeBox... One stronnnngggg 466 i tell ya! more RAM than my AMD gaming machine
Matt1360~~
Edit: Computer up and running yet again, and serving as a CZ dedicated server, and a JukeBox... One stronnnngggg 466 i tell ya! more RAM than my AMD gaming machine
lighting bug: in *multiplayer only*, the video flickers (light horizontal bands all over the screen) badly when the ship moves. It is OK when I don't move. Interesting that there is no problem in single player. This has been happening since 1.2.x version. checking/unchecking the various lighting options in d2x toggles has no effect.
I have a Radeon 9800 pro 128, XP pro SP2, latest Omega drivers.
I have a Radeon 9800 pro 128, XP pro SP2, latest Omega drivers.
Diedel: well, I have 1.1.44, 1.2.7 and 1.3.16- it doesn't happen in 1.1.44, but the others it does. Don't know if it's related, but 1.1.44 has the power-up flash bug (where picking up several power-ups at once looks like getting a head-on flash missle hit) and 1.2.7+ ver. do not. Something to do w/ the gamma correction routine? That's what it looks like, anyway- messed-up gamma correction in horizontal bands on the cube textures.
zapp,
I cannot really tell why this happens. It doesn't seem to happen in every multiplayer game. I only had it once when my brother - who is a modem user - was hosting a game.
I have however fixed an issue with palette handling in D2X-W32. Maybe that will fix that flickering also.
If not it could have something to do with the lighting that is done when the ship is moving (the vicinity gets somewhat lit up then). I had changed something with the dynamic lighting routine doing this to make gun lights work. Today I have reverted that routine's code to the original state, as I had finally figured how to hack the gun fire coloring in there.
Diedel
I cannot really tell why this happens. It doesn't seem to happen in every multiplayer game. I only had it once when my brother - who is a modem user - was hosting a game.
I have however fixed an issue with palette handling in D2X-W32. Maybe that will fix that flickering also.
If not it could have something to do with the lighting that is done when the ship is moving (the vicinity gets somewhat lit up then). I had changed something with the dynamic lighting routine doing this to make gun lights work. Today I have reverted that routine's code to the original state, as I had finally figured how to hack the gun fire coloring in there.
Diedel
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{edit} found when it actually occurs, goes from always to no auto select except when empty after every death. so i set it to always will stay that way till i die.Tigeron wrote:Diedel:
Version 1.3.22
Cannot select and keep setting to have weapons auto select.
In multiplayer games I have no kill scores on the screen.
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