D2X-XL Bug Reports - MS Windows
Moderators: Grendel, Aus-RED-5
Diedel!
Great stuff with 1.5.61 !!
The multiple reactors in the secret level works just fine now! ... Sorry I didn't get the saved game sent to you. Was having trouble connecting with DBB and didn't you'd requested that. Either way, it works now!
Now this looks Cool! (secret portal animation up close as background for secret level found banner)
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Got a problem when doing Descent 1 levels...
When exiting Level 10 by way of the secret exit (which sends you to the secret Military base)... I still have all three keys (blue, yellow, red) when starting the secret military base... thus allowing me to finish quickly instead of having to hunt down the keys. After finishing the secret military base... and moving on to level 11... all keys removed thus allowing normal play at level 11.
Odd.
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Side note... did you adjust the weapon damage ratios? I'd noticed in recent versions that missles (especially Smart missles) killed the Lou Guards in one shot (on Rookie)... and Homers would kill a lot of bots in one shot (again, Rookie)... which is not quite normal.
... now it takes more than one shot with these missles to accomplish the same thing.
Windows XP SP2.
Great stuff with 1.5.61 !!
The multiple reactors in the secret level works just fine now! ... Sorry I didn't get the saved game sent to you. Was having trouble connecting with DBB and didn't you'd requested that. Either way, it works now!
Now this looks Cool! (secret portal animation up close as background for secret level found banner)
------
Got a problem when doing Descent 1 levels...
When exiting Level 10 by way of the secret exit (which sends you to the secret Military base)... I still have all three keys (blue, yellow, red) when starting the secret military base... thus allowing me to finish quickly instead of having to hunt down the keys. After finishing the secret military base... and moving on to level 11... all keys removed thus allowing normal play at level 11.
Odd.
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Side note... did you adjust the weapon damage ratios? I'd noticed in recent versions that missles (especially Smart missles) killed the Lou Guards in one shot (on Rookie)... and Homers would kill a lot of bots in one shot (again, Rookie)... which is not quite normal.
... now it takes more than one shot with these missles to accomplish the same thing.
Windows XP SP2.
win 1.5.61 (single)(plutonium mission) I have found that the brightness starts off fine, but if I die, when it respawns, the brightness seems to be at minimum and the slider doesn't seem to work. With or without the gamma toggle set. I also find that the map changes to red lines with the close areas orange.
A restart of the program seems to fix it until the next death.
A restart of the program seems to fix it until the next death.
Nope.Diedel wrote:Does extreme missile damage still happen with v1.5.61? ...
In fact, 1.5.61 required I use at least two Smart missles to kill a Lou Guard (extreme missle damage required only one smart missle).
Are the red and green hornet spawns able to move faster now? I'm having a harder time hitting them and they seem quite capable of dodging away from me.
Couple items...
1) (Descent 2) When exiting Level 21... the mine exit video showed white borders around it (above and below) instead of having a dark background like the game beginning video does (thank you!).
2) (Descent 2) When I spawn in a new level, the brightness is down low making things dark... and the slider seems to have no effect. I save my game, exit the program, reload and the brightness is good again. So, obviously the brightness isn't stored in the saved game... but the program seems to be doing this when progressing to the next level.
Will check to see if this is happening in Descent 1 levels as well.
EDIT: Yes, it happens with Descent 1 games as well.
Also, I was re-attempting to go from D1 level 10 either the secret level or to level 11... the plan was to save my place after blowing the reactor but before exiting the mine... but with the reactor countdown going... as soon as I hit "save game" (alt-F2) it announced I had died in the mine and had lost everything... then it moved me to level 11... and THEN it gave me the save game menu.
What's up with that?
1) (Descent 2) When exiting Level 21... the mine exit video showed white borders around it (above and below) instead of having a dark background like the game beginning video does (thank you!).
2) (Descent 2) When I spawn in a new level, the brightness is down low making things dark... and the slider seems to have no effect. I save my game, exit the program, reload and the brightness is good again. So, obviously the brightness isn't stored in the saved game... but the program seems to be doing this when progressing to the next level.
Will check to see if this is happening in Descent 1 levels as well.
EDIT: Yes, it happens with Descent 1 games as well.
Also, I was re-attempting to go from D1 level 10 either the secret level or to level 11... the plan was to save my place after blowing the reactor but before exiting the mine... but with the reactor countdown going... as soon as I hit "save game" (alt-F2) it announced I had died in the mine and had lost everything... then it moved me to level 11... and THEN it gave me the save game menu.
What's up with that?
I get this palette bug with the latest version:
http://img433.imageshack.us/img433/396/palette7wd.jpg
Doors, reactors, reactor fireballs and the Pyro explosion also incorrect.
http://img433.imageshack.us/img433/396/palette7wd.jpg
Doors, reactors, reactor fireballs and the Pyro explosion also incorrect.
time to become a complete pain in the ass
http://img409.imageshack.us/my.php?imag ... d015nd.jpg
concerning that image:
1) When a missle blows up and the missle monitor turns to snow, you can tell that the animation was created by 4 smaller ones (there's a black '+' line in the center)....also, the animation runs all the way to the bottom of the screen, when the monitor container originally doesn't go that far.
2) you can see some red even when the afterburner bar is depleted.....probably a little sprite tweaking would fix that
now onto other things:
3) The new menus are great and all, but they render very slowly. Half the time, the menus don't detect clicks or double-clicks, and I have to use the keyboard to select menu options and such. Even then, there is a 1 to 2 second lag before the highlighter moves.
4) some missing down and up arrows on the main menu (no down arrow indicating there are "Play D1/D2 Missions" hidden) and the mine selection menu (when there are more levels that can be displayed at 1 time)
5) Mission briefing and the Automap are extremely slow. In mission briefings, the robots rotate slow and the text displays slow also. In the Automap, rotation is extremely jerky. Also sometimes, when I try to enter Automap with the TAB key, it opens up for a second then kicks me right back into the game...even when I hit TAB only once
FYI - I'm on the Windows version right now
http://img409.imageshack.us/my.php?imag ... d015nd.jpg
concerning that image:
1) When a missle blows up and the missle monitor turns to snow, you can tell that the animation was created by 4 smaller ones (there's a black '+' line in the center)....also, the animation runs all the way to the bottom of the screen, when the monitor container originally doesn't go that far.
2) you can see some red even when the afterburner bar is depleted.....probably a little sprite tweaking would fix that
now onto other things:
3) The new menus are great and all, but they render very slowly. Half the time, the menus don't detect clicks or double-clicks, and I have to use the keyboard to select menu options and such. Even then, there is a 1 to 2 second lag before the highlighter moves.
4) some missing down and up arrows on the main menu (no down arrow indicating there are "Play D1/D2 Missions" hidden) and the mine selection menu (when there are more levels that can be displayed at 1 time)
5) Mission briefing and the Automap are extremely slow. In mission briefings, the robots rotate slow and the text displays slow also. In the Automap, rotation is extremely jerky. Also sometimes, when I try to enter Automap with the TAB key, it opens up for a second then kicks me right back into the game...even when I hit TAB only once
FYI - I'm on the Windows version right now
Which version are you using?
The static effect obviously should be stretched. I had noticed this before, but never really taken time to look into this (peanut ).
If it goes past the cockpit window it should be contained in, there also is some fixing required.
I haven't been experiencing dramatic lag with the new menus, not even on rather modest hardware. You can always turn the old menu style on by placing '-menustyle 0' in d2x.ini.
The static effect obviously should be stretched. I had noticed this before, but never really taken time to look into this (peanut ).
If it goes past the cockpit window it should be contained in, there also is some fixing required.
I haven't been experiencing dramatic lag with the new menus, not even on rather modest hardware. You can always turn the old menu style on by placing '-menustyle 0' in d2x.ini.
I was using 1.5.61....1.5.63 did not do anything to fix anything
that's strange....using that -menustyle 0 thing, I noticed a few more things:
1) the main menu does not work with the mouse...you can click with the mouse in the submenus though
2) No more slowness in mission briefings, but every page of new text prints over the previous page, which makes it unreadable
3) Automap still painfully slow
4) on a menu that allows you to scroll down, the menu options don't refresh with the scrolling. In other words, to reach the hidden options, you have to scroll up over the top of the menu.
and other things:
5) I just happened to notice that when the first explosion animation is played in a game, the game stutters until that animation is over. However, it's only a one time thing....all other explosions are fine after that.
so I guess the only other issue is the mouse click detection with the new menu style. But I got a feeling these new menus are also affecting the mission briefings too....
that's strange....using that -menustyle 0 thing, I noticed a few more things:
1) the main menu does not work with the mouse...you can click with the mouse in the submenus though
2) No more slowness in mission briefings, but every page of new text prints over the previous page, which makes it unreadable
3) Automap still painfully slow
4) on a menu that allows you to scroll down, the menu options don't refresh with the scrolling. In other words, to reach the hidden options, you have to scroll up over the top of the menu.
and other things:
5) I just happened to notice that when the first explosion animation is played in a game, the game stutters until that animation is over. However, it's only a one time thing....all other explosions are fine after that.
so I guess the only other issue is the mouse click detection with the new menu style. But I got a feeling these new menus are also affecting the mission briefings too....
Thanks! Always pleasure to help in the development of a great thing like D2X-XL!Diedel wrote:You are not annoying. I need your hints, because I will not find all these bugs on my own. I have already fixed that particular bug though.
I'm afraid the palette problem still lives. Here is a screenshot after I unpaused the game: http://img364.imageshack.us/img364/191/door3jz.jpg
And I running 1.5.63.
http://img414.imageshack.us/img414/1560 ... d027is.jpg
it seems that one of the robots has missing polygons....it's that stealth looking robot w/o eyes that shoot blue lasers
this is in a Descent 1 level if that info helps....
also:
http://img514.imageshack.us/img514/934/ ... d037pu.jpg
seems I have the palette problem too....I entered the ingame options, then returned to find this
it seems that one of the robots has missing polygons....it's that stealth looking robot w/o eyes that shoot blue lasers
this is in a Descent 1 level if that info helps....
also:
http://img514.imageshack.us/img514/934/ ... d037pu.jpg
seems I have the palette problem too....I entered the ingame options, then returned to find this
Actually I pointed this out before but I don't think anyone noticed it.
There's this magical advance in time problem that seems inherent in the D2X-XL versions I've played so far. Basically if you respawn, change your screen size, etc., you can advance some portion of time forward.
For example, hold down the Vulcan Cannon and then pressing = causes you to lose a lot of rounds of Vulcan and make a shotgun spread on the wall.
In multiplayer, it seems you can disconnect people or even yourself out of the game if you try and do this.
In singleplayer, it makes missions like Pyrotechnica unplayable, because the moment you spawn, you will take damage, and on higher difficulties you will die. I have an example demo for that.
There's this magical advance in time problem that seems inherent in the D2X-XL versions I've played so far. Basically if you respawn, change your screen size, etc., you can advance some portion of time forward.
For example, hold down the Vulcan Cannon and then pressing = causes you to lose a lot of rounds of Vulcan and make a shotgun spread on the wall.
In multiplayer, it seems you can disconnect people or even yourself out of the game if you try and do this.
In singleplayer, it makes missions like Pyrotechnica unplayable, because the moment you spawn, you will take damage, and on higher difficulties you will die. I have an example demo for that.
Diedel! The palette again... After I dead twice, it comes again: http://img463.imageshack.us/img463/4341/after6qp.jpg
(with 1.5.64)
And I discovered the D1 exit tunnel crash again.
(with 1.5.64)
And I discovered the D1 exit tunnel crash again.
Vulcan damage + Missing Energy
I am currently in D2 Level 17, skill 0.
I am out of energy, aren't those energy drainers supposed to drop one energy powerup when killed? I cannot remember them dropping nothing over the range of more than ten killed energy drainers.
I am also out of vulcan ammo, it seems that I have to shoot much longer on an enemy (more than double time) before it dies. This raises the difficulty a lot.....
And the thief bot was missing since entering the level and in level 16 (with 1.5.60).
I played D2X-XL 1.5.64 XP-SP2.
I switched back to 1.5.52, reloaded the savegame - feels a lot more normal with damage, and out of nothing, the thief bot reappeared which I was missing my current level and in level 16. The drainers drop weapon/energy at normal rate with 1.5.52.
Suggestion for the download area:
Offer "stable" versions. Versions I think that behave more stable with less strangeness than other versions:
1.5.38
1.5.52
(I can mail them if you don't archive them, I do).
It would be nice to have all versions to dl, named d2x-xl-1.5.64.zip for example. I would be able to trace back until I find the version which changes something (to the good or bad, like that vulcan damage).
The game runs on when hitting F1 or F2 for the transparent menus, is that supposed to be that way?
Apart from that:
Diedel - keep fingers away from coding at least a few days, enjoy the time you have now.
Mach mal Party, Mann !
Donation recieved? Name used to donate is "Joachim".
I am out of energy, aren't those energy drainers supposed to drop one energy powerup when killed? I cannot remember them dropping nothing over the range of more than ten killed energy drainers.
I am also out of vulcan ammo, it seems that I have to shoot much longer on an enemy (more than double time) before it dies. This raises the difficulty a lot.....
And the thief bot was missing since entering the level and in level 16 (with 1.5.60).
I played D2X-XL 1.5.64 XP-SP2.
I switched back to 1.5.52, reloaded the savegame - feels a lot more normal with damage, and out of nothing, the thief bot reappeared which I was missing my current level and in level 16. The drainers drop weapon/energy at normal rate with 1.5.52.
Suggestion for the download area:
Offer "stable" versions. Versions I think that behave more stable with less strangeness than other versions:
1.5.38
1.5.52
(I can mail them if you don't archive them, I do).
It would be nice to have all versions to dl, named d2x-xl-1.5.64.zip for example. I would be able to trace back until I find the version which changes something (to the good or bad, like that vulcan damage).
The game runs on when hitting F1 or F2 for the transparent menus, is that supposed to be that way?
Apart from that:
Diedel - keep fingers away from coding at least a few days, enjoy the time you have now.
Mach mal Party, Mann !
Donation recieved? Name used to donate is "Joachim".
same here too...Escorter wrote:And I discovered the D1 exit tunnel crash again.
another thing:
1) do you notice how your screen flashes red (or blue or yellow) when you get hit or pick up a key or powerup??? With D2X, everything works fine up to your first death. After that, there are no more damage indicators or anything like that which indicates something. Basically, after your first death, there are no more color HUD indicators
and also here is another picture of that missing polygon bug I talked about earlier...seems to only happen in D1 levels :/
http://img508.imageshack.us/img508/4425 ... d045gy.jpg
Re: Vulcan damage + Missing Energy
Müsste mal gucken ... Danke auf jeden Fall.Setsunaaa wrote:Donation recieved? Name used to donate is "Joachim".
The damage indicators are a palette thing ... needs fixing, obviously.
Damage problem should be resolved with 1.5.65.
Missing polys ... I start to hate D1.
Well, in D1 original (played within dosbox http://dosbox.sourceforge.net/news.php?show_news=1 ) there are sometime polyproblems too.
Main difference while checking in the original for polyprobs I found: the bots behave very different in D1, move different, seem to see the player at different times.
IMHO no need to focus on D1 too much, just the exit crash is a bit problematic.
Main difference while checking in the original for polyprobs I found: the bots behave very different in D1, move different, seem to see the player at different times.
IMHO no need to focus on D1 too much, just the exit crash is a bit problematic.
Escorter: Descent1 in DosBox...
About 10-15 fps, playable! With normal background task level and full sound+music 320x200. DOXbox frameskip = 2, cpu cycles=25000. With cockpit view more fps.
With other DOS games I have to go down to 15000 CPU cycles to get non-stuttering sound.
But information:
Last summer my "old" machine died, and I put in a very fast new machine as replacement.
I could post a "my computer has a dick of that size" list here, but only on request .
About 10-15 fps, playable! With normal background task level and full sound+music 320x200. DOXbox frameskip = 2, cpu cycles=25000. With cockpit view more fps.
With other DOS games I have to go down to 15000 CPU cycles to get non-stuttering sound.
But information:
Last summer my "old" machine died, and I put in a very fast new machine as replacement.
I could post a "my computer has a dick of that size" list here, but only on request .
(...scribbles down some notes...)Setsunaaa wrote:Escorter: Descent1 in DosBox...
About 10-15 fps, playable! With normal background task level and full sound+music 320x200. DOXbox frameskip = 2, cpu cycles=25000. With cockpit view more fps.
With other DOS games I have to go down to 15000 CPU cycles to get non-stuttering sound...
Cool! Tho I'll probably also run D1 with the help of D2X-XL.
D2X-XL crash on "customize keyboard"
Hi,
I noticed that d2x-xl crash with "Fatal signal: Segmentation Fault (SDL Parachute Deployed)" on "customize keyboard", "customize above" and "weapon hotkeys".
Is it normal behaviour?
Tested with 1.5.65 and the previous one version under Windows XP.
Marcin
I noticed that d2x-xl crash with "Fatal signal: Segmentation Fault (SDL Parachute Deployed)" on "customize keyboard", "customize above" and "weapon hotkeys".
Is it normal behaviour?
Tested with 1.5.65 and the previous one version under Windows XP.
Marcin
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- DBB Ace
- Posts: 25
- Joined: Tue Nov 08, 2005 9:59 am
- Location: Santiago, Chile
cloaking
Is cloaking working OK?
It seems I'm still visible for robots in single player.
It seems I'm still visible for robots in single player.
Re: cloaking
Ariel,
You're 'visible' if you shoot or use the headlights.
Escorter,
a 'Vertigo folder' in the Windows version of D2?
You're 'visible' if you shoot or use the headlights.
Escorter,
a 'Vertigo folder' in the Windows version of D2?
- Aus-RED-5
- DBB Friend
- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
- Location: Adelaide, South Australia
- Contact:
Ok... not sure why or what is going on, but before the new menu came into D2x-XL.
I used to be able to join games from kali/IPX.
I'm using v1.5.66. I'm trying to connect through Kali/IPX games. When I select to join games.
I see this:
Does this mean something is wrong here? I've never seen that before.
Will have to try to down-grade versions to see if I can connect again.
I used to be able to join games from kali/IPX.
I'm using v1.5.66. I'm trying to connect through Kali/IPX games. When I select to join games.
I see this:
Does this mean something is wrong here? I've never seen that before.
Will have to try to down-grade versions to see if I can connect again.