Kaiser
Doom64 Guru

Posts: 2782
Registered: 08-00 |
Mechadon said:
I played around a bit more today to see if I could find any more bugs worth bringing up. So here's what I have:
- If I change my music source from internal to external and then exit the game, it does not save that selection. I have to switch the music source again after starting a new session.
- Another weird one with the music source. While in-game in a map, I changed my music source to external. The music stopped playing in the map I made the change in, so I IDCLEV'd to another map. The music worked in that map so I IDCLEV'd back to the previous map. However the music still didn't work.
- I was playing through MAP16 when the music started popping/cracking about 5 minutes in. I'm 90% sure I was using the external .ogg tracks at the time. When I exited to a new map, the issue stopped.
- I was having some weird issues with the music just in general. Sometimes if I would revisit a map (via IDCLEV) the music wouldn't play. Other times it just wouldn't play period. There doesn't seem to be much of a way to reproduce that weirdness though; it seems to happen sorta randomly.
SDL_Mixer nonsense. I'll keep poking around for a solution though
Mechadon said:
- When smooth framerate is enabled, if you press ESC to go into the menu while an animating sprite is in the player's view (eg. in my case it was an Imp fireball hurtling towards me), the sprite will jiggle and shake. I think the same thing will happen if you go into the menu while a weapon is in the middle of switching. It only seems to happen when you go into the menu.
Interpolation nonsense. I never accounted to calculate between frames when the menu is up. I am lazy.
Mechadon said:
- If you die near a wall and press use, the player will still make the grunting noise just like he would if he were alive. Of course directly after that the game fades out to restart the level. I just found this one out by accident and I don't think it's anything major. I didn't check to see if switches could still be pressed though.
lol
Mechadon said:
- In MAP17, this didn't look right to me: screenshot. I don't have a way to compare it to the original N64 game, but it seems like those grates are supposed to be transparent (I guess essentially it's missing the "Masked" tag or something?).
I am surprised I missed that one. I only had the engine check for one sided lines with the mask flag.
Edit: Actually I am wrong. I checked the map in the editor and found that the mask flag isn't set for those lines. But what surprises me is that they still show up properly masked in the N64 version. Now I am curious..
Mechadon said:
- While attempting to reproduce the crash I got on MAP28, I noticed some weird behavior with the Lost Souls that were being spawned from the Pain Elementals. They were acting as if they lost their target and they were up against the wall and not moving. Screenshots here and here. If a monster or player hit one of them while they were in this state, they would "awaken" and attack.
Thats new...
Mechadon said:
- Similar to the above, in MAP13 in the room beyond the red key door, a couple of the Imps on the upper walkways seemed to be stuck. They wouldn't move or attack even when shot at. I didn't take any screenshots though.
I could be wrong but I believe that is in the original N64 version
Mechadon said:
- This is more of a request, but would it be possible to log all in-game message in the console? Or maybe have an option to enable something like that? Similar to that, would it be possible to show more than 1 message at a time on the HUD? Sorta similar to what you can do in EE or ZDoom where you can have it display 2 or 3 lines of separate messages.
Easy to do for the console. Though I rewrote the hud message stuff from scratch and will have to put in more time to support multiple lines. Low priority at the moment but having the console print out those messages is trivial.
Mechadon said:
I don't want to make this sound like I'm complaining, but I noticed that the movement feels very squishy now. It's probably more accurate to how the movement felt in the N64 version of the game though. Strafing feels very loose or too sensitive. Often times I'll run right into a wall or get myself stuck on something because of how loose it is. It's probably not a big deal, but would there be any way to have an option in the menu for a more classic-style movement? In previous versions I remember the movement feeling much tighter.
Maybe as a compatibility option. Though changing this will effect gameplay greatly and will become a problem when you have custom pwads with puzzles/areas, etc that rely on player speed.
Mechadon said:
Are you taking bug reports/suggestions for Builder64 right now?
OH GOD NO
Mechadon said:
- In MAP32 I grabbed the yellow key and then turned to run back to the door. Right at that time all of the dart traps where going off all at once and then I got an error and a crash. The error message is below.
code: ERROR - V_STARTSOUND: CHANNEL QUEUE OVERFLOW
I knew it was a bad idea to do that. Basically you ran out of sound channels to play and I setup an error message when that happened. Though without the message you wouldn't hear that sound play until one of the channels is free.
I should probably cap the # of sounds per SFX to play at once. Having the dart sound take up 128 channels is really retarded.
Last edited by Kaiser on 01-20-11 at 07:12
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