Carnevil Posted October 5, 2003 Hey all. Please post any problems with 95c in this thread. Thanks. 0 Share this post Link to post
deathz0r Posted October 5, 2003 Wasp, fly, bee... oh, THOSE bugs. Dunno, still downloading it. Give me roughly twenty minutes, ok? 0 Share this post Link to post
Carnevil Posted October 5, 2003 deathz0r said:Wasp, fly, bee... oh, THOSE bugs. Dunno, still downloading it. Give me roughly twenty minutes, ok? What makes you think you'll have a bug to report? :P 0 Share this post Link to post
Szymanski Posted October 5, 2003 Crashes changing the detail and resolution settings, crashes on exit. Zdoom 47.cab works fine. I've sent one bug report with more details. WinXP SP1 Athlon 2800XP 1024Mb ram ATI Radeon 9800Pro 0 Share this post Link to post
Carnevil Posted October 5, 2003 Szymanski said:Zdoom 47.cab works fine.True, but ZDoom 2.0.47q does not :) 0 Share this post Link to post
bond Posted October 5, 2003 In teamgames score doesnt cleared when _all_ players leave team. imho its strange when i join empty server but there is nonempty score on it (in case if 0.95d will be released tomorrow :P ) 0 Share this post Link to post
Nanami Posted October 5, 2003 Testing in coop mode I found a plethora of bugs: * With item respawn on, if an item hasn't respawned yet, and you walk across where it's supposed to be, it draws the item, but it's not REALLY there. After you see a respawn fog, it appears. This seems to only happen with items you're capable of picking up, so won't work if you have full health or ammo. Instead of respawning the items, they seem to go into this state where you have to walk over them, and THEN they'll respawn later. * The switch in MAP04 that turns on the lights in the hallway doesn't work. * I figured out the bug where guns shoot the wrong kind of ammo. If you hold down teh button until that gun is out of ammo, the next gun will shoot one or two of that ammo type while loading. So if you're using a RL until it's out of ammo and you pull up the pistol, it'll shoot a rocket. This doesn't happen 100% of the time. Also it seems that using the plasma when a level first starts doesn't work. It pretends to shoot but doesn't until about 3 seconds later. * Related to the bug where you bounce up and down on a ledge, if a monster shoots while on a ledge he'll drop below the ground. * I've noticed when you type really fast it seems to skip a character or two. It happens pretty often so I don't think it's my typing. And a few times I've actually seen it display the character and then erase it quickly. * If you're scratched by a monster (demon bite, lost soul attack, imp scratch, caco bite) sometimes screen just repeatedly flashes red and never stops until you die. EDIT: It just happened when a Baron hit me long range, so it must just be random. * It claims a lot of the normal Doom2 levels "have no player 2 start" and kicks all the players. When the players reconnect, some have taken the skin, name, and color of existing players (several times another (ZooM)Nanami has joined and they had to fix it all over again). * The stair in MAP07 only raised by 1 unit when the arachnotrons died. EDIT: Here's some more: * I'm not sure what caused it, but a revenant shot a stationary heat-seeker at me earlier. * When doing F12 to watch other players, their weapon locks. It doesn't animate and if they switch weapons you can't tell, so it looks like their plasma is shooting bullets and rockets and BFG shots. 0 Share this post Link to post
pritch Posted October 5, 2003 I should be testing with Nami but I am offically releasing v0.97d of my laziness 0 Share this post Link to post
sargebaldy Posted October 5, 2003 i also had a problem where after i died my screen panned up and down for no reason. and of course that identity fraud error i reported on #skulltag. EDIT: it also tends to lock up right here. a LOT. 0 Share this post Link to post
Nanami Posted October 6, 2003 Found another bug. Mancs don't shoot normally. Instead of spreading their fireballs they all shoot forward, so you get 3 sets of stacked fireballs going forward. EDIT: You can put decals on moving/animated walls, like sidescrollers or sladdrip. In ZDoom you don't, because that'd be stupid. 0 Share this post Link to post
engineer Posted October 6, 2003 Heres one you missed Nanami: SargeBaldy took on my name and skin TWICE. 0 Share this post Link to post
Zell Posted October 6, 2003 Nanami said:Found another bug. Mancs don't shoot normally. Instead of spreading their fireballs they all shoot forward, so you get 3 sets of stacked fireballs going forward. EDIT: You can put decals on moving/animated walls, like sidescrollers or sladdrip. In ZDoom you don't, because that'd be stupid. if you have sliding lightsm then it doesnt looks tupid :P 0 Share this post Link to post
Nanami Posted October 6, 2003 I didn't really miss it, we already discussed the identity stealing with Carn directly. EDIT: If you die when Doomsphere is wearing off, when you come back the screen will be flashing as if invulnerability is wearing off and then stop afterwards. 0 Share this post Link to post
ZappaZ Posted October 6, 2003 Well, i got this really exciting bug.. it makes me win all the time so after a couple of hours im starting to get bored.. =) The bots dosn't move an inch, they are all standing around trying to find the trigger on their weapons, meaning that they dosn't fire either... 0 Share this post Link to post
boris Posted October 6, 2003 ZappaZ said:The bots dosn't move an inch, they are all standing around trying to find the trigger on their weapons, meaning that they dosn't fire either... OMG TIMELINE!!!!!1111one 0 Share this post Link to post
Nanami Posted October 6, 2003 ZappaZ said:Well, i got this really exciting bug.. it makes me win all the time so after a couple of hours im starting to get bored.. =) The bots dosn't move an inch, they are all standing around trying to find the trigger on their weapons, meaning that they dosn't fire either... The bots don't work in this version, and won't until version 96 or later. Try playing online, there's usually some people willing to play. 0 Share this post Link to post
Carnevil Posted October 6, 2003 ZappaZ said:i see, thanx Yeah, this version I wanted to focus on just converting Skulltag over to ZDoom 2.0+ and fixing the multiplayer. If I had done all that AND bots too, ST wouldn't be released for another 6 months at least. One thing at a time :) They'll be worked on tho once v0.95 is fully done. 0 Share this post Link to post
Enjay Posted October 13, 2003 OK, I got an interesting bug. Line of sight activates projectile impact lines. I noticed this when playing my own level (NJMA01.WAD). Everytime I looked at a computer or window, it smashed. (You'll need to rename the grenade pickup in DECORATE to make the WAD SkullTag compatible). However, it's easy to see elsewhere. Warp to Doom2 map18 and move in front of the shot activated door right at the start. It will open. Then as you move the mouse to look around through the open door, you can hear the switch clicking loads of times a second. 0 Share this post Link to post
Nanami Posted October 13, 2003 Yeah, we noticed this bug earlier. The glass in ZooM's lounge was breaking when looking at it. I think Carn fixed it in 95d. 0 Share this post Link to post
Jwarrier[HeLL] Posted October 13, 2003 Carnevil I would have to say that Skull Tag is looking real good man. Keep up the good work. 0 Share this post Link to post
Carnevil Posted October 13, 2003 Jwarrier[HeLL] said: Carnevil I would have to say that Skull Tag is looking real good man. Keep up the good work. Thanks man! :) 95d pwns :) 0 Share this post Link to post