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Bug Archive by Bloodbane
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Author Topic: Bug Archive  (Read 46802 times)

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Offline Mr.Q®

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Re: Bug Archive
« Reply #390 on: August 27, 2009, 11:44:48 am »
Oh I see. I thought you mean that problem I'm having, like getting the quakeframe working just 1 time and then nope, heh.
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline Bloodbane

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Re: Bug Archive
« Reply #391 on: October 25, 2009, 12:42:20 am »
 About some commands:
1.bgspeed {speed} {dir}
~Causes the background of the stage to scroll by automatically.
~{value} should be a number from 0 to 30 or so. 0 means no movement, 1 means slow movement, and anything above that means faster movement.
~{dir} controls the direction that the background moves in. 0 means right-to-left, 1 means left-to-right

 I've tried setting {dir} and instead of flipping background movement, it stops it. Any value other than 0 does that.
 Anybody ever use that 2nd parameter and works before?

2. music           {path} {offset}
at      {pos}

 This command works however I noticed that when it's executed, it spawned flash at upper left corner of screen, in 2D mod that is.

 It's similar if you type this:

2pspawn  {name}
at           {pos}

 which is invalid and causes flash or the very 1st entity loaded in models.txt to be spawned instead.

 Anybody else notices this?
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline Mr.Q®

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Re: Bug Archive
« Reply #392 on: December 15, 2009, 02:18:39 pm »
What about this:

nosame 1, 4 players.

1.- start a 4 players game, each player having a different character
2.- make one of them get killed by an enemy and don't continue
3.- make another player get killed and continue, then try to choose the character the previously killed player had
4.- you won't be able to use him :/


Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline Mr.Q®

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Re: Bug Archive
« Reply #393 on: December 17, 2009, 01:59:51 pm »
Just bumping  >:D
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline Bloodbane

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Re: Bug Archive
« Reply #394 on: December 30, 2009, 11:51:12 pm »
1. music      {path}  {offset}

 Does {offset} setting works? I've tried setting file size as suggested by kbandressen but OpenBoR ignores it. In certain levels it works but mostly it doesn't.
 This bug exists from previous versions, at least from version 2322.
 Oh yeah, I should also inform that the music file I'm using is stereo.

2. For some reason, entity loses x velocity after reaching apex from being tossed with script. I don't understand why.

3. Now, shooting in Contra mod is broken. What I do is spawning type none entities with attackbox and set their velocity with script. The result is it can move up or down but can't move left or right at all.
 I'm going to try something at home and try latest version for now.
 EDIT: Nope, it's still not working.
« Last Edit: January 11, 2010, 12:15:48 am by Bloodbane »
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline Plombo

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Re: Bug Archive
« Reply #395 on: December 31, 2009, 05:41:54 pm »
Platform: Linux
Devbuild: 2618

Playing a mod from the "data" folder under Linux doesn't work.  When I put the same mod into a PAK file, it runs just fine.  The log says that it can't find font #1 when I run the mod from the data folder.

I think the problem here is that Linux is case sensitive.  This is a huge bug and needs to be fixed.

EDIT: I fixed this today in the Subversion repository - kind of.  As I thought, the problem was case sensitivity: the engine was looking for data/sprites/font1.GIF when the filename was data/sprites/font1.gif. This seems to fix all of the immediate problems, although filenames on Linux are still case-sensitive.  I have a Perl script that looks through all of the text files in a mod and fixes the file paths to work under Linux.  I'm considering releasing it publicly soon.

Anyway, the immediate problem has been solved.

EDIT 2: I fixed this completely a few days ago; Linux now uses an optimized case-insensitive search for files if they're not found by the regular case-sensitive check in the data folder.
« Last Edit: February 17, 2010, 05:11:44 pm by Plombo »

Offline Bloodbane

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Icarus Bug
« Reply #396 on: January 11, 2010, 12:22:36 am »
Icarus Bug

 Actually it's offscreenkill bug but it's more catchy with that name ;D.
 The bug causes entities to die if their altitude is over offscreenkill value. For instance, projectiles die immediately after fired at altitude more than 200 pixels. Entities OTOH dies instantly if they are 1000 pixels high.
 Even worse, if this bug hits player who is 1000 pixels above, other entities in the mod, onscreen or offscreen will be killed too.
 utunnels said offscreenkill only checks x and z not y (altitude) so this effect is definitely a bug.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline retroben

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Re: Bug Archive
« Reply #397 on: February 04, 2010, 08:29:36 pm »
Version;OpenBOR wii 2658

Bug;random crash/reset

Game;Golden Axe Remake

How to make it happen again;choose a character and when it is loading it shows a picture of the first level

and at this time it freezes and eventually resets. Rendering it unplayable. :big_sad:
« Last Edit: February 04, 2010, 08:33:46 pm by retroben »
I Became A member so I can get pak files for OpenBOR on the wii.

Please support BanjoKazooie/BanjoTooie on virtual console petition.



http://www.petitiononline.com/BanjoVC/petition.html

Offline Damon Caskey

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Re: Bug Archive
« Reply #398 on: February 04, 2010, 08:42:04 pm »
Already known about. It's due to a change in the defense command, which only two modules used. An updated version is in the works. For now, sit tight.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline Fightn Words

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Re: Bug Archive
« Reply #399 on: February 17, 2010, 02:51:43 pm »
Speaking of alcohol...

I have an old bug I just noticed on Infection (no pun intended). It has to do with SecurePAK not liking my video.txt. It's the same one from back when I was first playing Night-Slashers X.

Examples:
Spoiler



It's not a big deal, I just rename or remove (temporarily) the video.txt whenever I want to play a SecurePAK mod, I just figured I'd mention it.

As you can see, it stays in 8-bit color mode & 320X240 no matter what I do with the video.txt- unless it's not present, then the mod works as it should, even going to it's correct resolution.
« Last Edit: February 17, 2010, 02:54:46 pm by Fightn Words »

Offline SX

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Re: Bug Archive
« Reply #400 on: February 17, 2010, 06:43:18 pm »
I remember this issue.....  Your not running WinXP but Vista or Win7 right?  But when you say without video.txt you mean.....  You are not creating a empty data folder without video.txt right?  You only have the mod and thats all you are running.... correct?
« Last Edit: February 17, 2010, 06:45:16 pm by SX »

Offline Fightn Words

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Re: Bug Archive
« Reply #401 on: February 17, 2010, 06:45:38 pm »
Vista, yes. Also for the sake of argument I deleted the old config file.

Offline SX

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Re: Bug Archive
« Reply #402 on: February 17, 2010, 06:50:02 pm »
I will look at the securepak code again...... but I remember not finding the cause of the issue....  Does anyone else see this issue on Vista?

Offline Fightn Words

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Re: Bug Archive
« Reply #403 on: February 17, 2010, 06:52:35 pm »
Thanks for looking again.

Offline Demitri

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Re: Bug Archive
« Reply #404 on: February 17, 2010, 07:00:43 pm »
Weird bug Fightn Words, in fact my mate have tested it on W7 without any problem.


Cheers.
Mod 100% from scratch: Infection

 



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