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Posted: Fri Apr 15, 2005 9:41 pm
by Tigeron
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 ";"

Posted: Sat Apr 16, 2005 12:42 pm
by Tigeron
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.

Posted: Sat Apr 16, 2005 1:20 pm
by Ferno
just a quick idea: could you include a readme with the zipfiles that state the version number? also list all the working switches and what they do?

Posted: Sat Apr 16, 2005 5:28 pm
by Jeff250
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

Posted: Sat Apr 16, 2005 6:53 pm
by Diedel
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.
Tiger,
  • I have looked into the issues you have explained and believe they should be fixed now.
Jeff,
  • I will try to look into these things in the coming weeks.

Posted: Sat Apr 16, 2005 7:33 pm
by Ferno
Working great on my end Diedel. Now all that's needed is some fine tuning of the colored light.

Posted: Sat Apr 16, 2005 9:22 pm
by Tigeron
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

Posted: Sat Apr 16, 2005 10:49 pm
by Sapphire Wolf
Found a bug:
Doors won't open all the way

Posted: Sun Apr 17, 2005 3:59 am
by Diedel
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.
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.

Posted: Sun Apr 17, 2005 8:15 am
by DCrazy
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.

Posted: Sun Apr 17, 2005 11:03 am
by Sapphire Wolf
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.
Okay let me explain:
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

Posted: Sun Apr 17, 2005 11:20 am
by Diedel
Falcon,
  • I need a save game please. e-mail it to karx11erx at hotmail dot com.
DCrazy,
  • 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).

Posted: Sun Apr 17, 2005 1:46 pm
by Jeff250
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.

Posted: Sun Apr 17, 2005 4:21 pm
by Diedel
It might have something to do with fixes provoking other bugs to surface. I have tracked down a few bugs due to your recent bug reports that already were in D2X 0.2.5.

So you say playing the Vertigo campaign makes D2X crash? :cry:

Posted: Sun Apr 17, 2005 4:38 pm
by BUBBALOU
I have no issues with d2 and having vertigo addon installed

Posted: Sun Apr 17, 2005 4:41 pm
by Sirius
D2X W32 constantly moves players past the second to the blue team in team games, generating some very, very insane lag. It doesn't seem to matter whether auto-switch is on or not.

Posted: Sun Apr 17, 2005 5:20 pm
by Jeff250
BUBBALOU wrote:I have no issues with d2 and having vertigo addon installed
But do you have issues playing the Vertigo campaign itself? Maybe it's just me. :o

Posted: Sun Apr 17, 2005 6:43 pm
by Diedel
Team game lag issue/team switching bug fixed, wait for v1.3.14.

No problems with D2:V at all here, played for 30 mins or so at a stretch.

Posted: Sun Apr 17, 2005 6:49 pm
by Jeff250
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)

Posted: Sun Apr 17, 2005 7:14 pm
by Diedel
Jeff,

please post save games, not demos.

Posted: Sun Apr 17, 2005 7:27 pm
by Jeff250
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?

Posted: Sun Apr 17, 2005 7:38 pm
by Jeff250
OK I downloaded the newest verion (14), and, for some reason, I can save games again, but, for some reason, I can't make it 5 cubes into Vertigo level 7. :o

Posted: Sun Apr 17, 2005 8:19 pm
by Aus-RED-5
Hummmm Diedel.... Vertigo missions - any level.....
hate to say it but using mouse will crash D2x-w32 1.3.14. Use keyboard - move forwards/back, Left or right turns will crash D2x-w32. Same for joystick as well.

Posted: Sun Apr 17, 2005 9:25 pm
by Kyouryuu
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.

Posted: Mon Apr 18, 2005 3:17 am
by Diedel
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!" :D 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.

Posted: Mon Apr 18, 2005 5:26 am
by Aus-RED-5
Thats much better now. All seems to be working for now. Well untill something else comes up. hehe... :wink:

Thanks Diedel!

Posted: Mon Apr 18, 2005 7:33 am
by Diedel
AUS,

I have fixed many bugs I haven't created ... and quite a few I did. :P

Next project is stand-alone server. This is very error prone. :wink:

Standalone Server

Posted: Mon Apr 18, 2005 3:28 pm
by Matt1360
Hmm, the standalone server will be awsome...I will have something to fill my tme up with :P 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 :P

Matt1360~~

Edit: Computer up and running yet again, and serving as a CZ dedicated server, and a JukeBox... :lol: One stronnnngggg 466 i tell ya! more RAM than my AMD gaming machine :|

Posted: Mon Apr 18, 2005 7:30 pm
by zapp
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.

Posted: Mon Apr 18, 2005 10:42 pm
by Kyouryuu
Not sure if this is anything D2X-W32 did, or if it's a general game bug. In D2 Level 12: Magnacore Station (d2levc-4.rl2), cube 183 is so small, the Pyro often can't fit through it unless you hit it just right.

Posted: Tue Apr 19, 2005 2:15 am
by Sirius
Oh... yes, I've seen that. I don't remember it in D2 original, but D2x 0.2.6 did have the same problem.

I don't know why it does it though, since it's not really that small - only 20x20x5, and the 20x20 portals are the ones you're using.

But anyway.

Posted: Tue Apr 19, 2005 2:35 am
by Diedel
zapp,

I had noticed that too once. You say it did not happen in pre 1.2 versions?

Posted: Tue Apr 19, 2005 9:09 am
by zapp
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.

Posted: Tue Apr 19, 2005 11:53 am
by Diedel
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

Posted: Wed Apr 20, 2005 9:20 pm
by Tigeron
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.

All else seems to function correctly.

Posted: Wed Apr 20, 2005 10:43 pm
by BUBBALOU
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.
{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.

Posted: Wed Apr 20, 2005 10:55 pm
by CDN_Merlin
Diedel, just d/led and tried the lastest version as of April 21-2005 12:53am. The problem I had before where the screen would not change appears to happen only when I change the resolution from thew default to one that is higher. Not sure if this helps you.

Posted: Thu Apr 21, 2005 2:50 am
by Diedel
The auto select bug was the most stupid one I've made in a long time ... :roll: ... wrote "=" instead of "==" in a comparison ...

Posted: Thu Apr 21, 2005 5:50 am
by Tigeron
Diedel:
Should have stated that the number of kills displayed for each player in a multiplayer game stays at 0 (zereo) in version 1.3.22.

Posted: Thu Apr 21, 2005 10:22 pm
by Tigeron
Diedel:

In version 1.3.23 when selecting a Hoard game the resulting game is a Team Hoard game. All else seems to work OK.