It is currently Sat May 25, 2013 3:58 am

All times are UTC - 8 hours




Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 1 of 2
 [ 18 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Scattered Evil Limited Alpha bug report thread
PostPosted: Sun Dec 27, 2009 11:00 am 
Offline
Project Lead
Project Lead
User avatar

Joined: Thu Jun 28, 2001 12:01 am
Posts: 5031
Location: Zurich, Switzerland
Post here about any technical bugs you find in the SE Limited Alpha.

Below an explanation from Crimson Wizard how to submit bug reports, the text lines he speaks about are in the file called "debug.txt" in the subdirectory "basev" of the mod installation.

Basicly, there should be 2 important things in the log: error message and the stack trace. Error message is printed the very last line of the log (usually) and sais (usually) something like:
Code:
Reference is not set to an instance of an object

or
Code:
Segmentation violation.

Stack trace is a list of nested function calls (if you don't know what the hell is that, do not mind it) which should look like that:
Code:
- (linespec.PowerFlight.EndEffect)
- RunFunction
- (linespec.PowerFlight.EndEffect 4)
- RunFunction
- (linespec.Powerup.Destroyed 1)
- VObject::ExecuteFunction
- (linespec.Powerup.Destroyed)
- VEntity::DestroyThinker
- RunFunction
- (engine.Thinker.Destroy 0)
- RunFunction
- (linespec.PowerupGiver.Use 102)
- RunFunction
- (linespec.EntityEx.UseInventory 21)
- RunFunction
- (svprogs.PlayerPawn.UseInventory 2)
- RunFunction
- (svprogs.Player.PlayerImpulse 230)
- RunFunction
- (svprogs.Player.PlayerTick 371)
- VObject::ExecuteFunction
- (svprogs.Player.PlayerTick)
- SV_RunClients
- SV_Ticker
- ServerFrame
- Host_Frame


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Sun Dec 27, 2009 3:34 pm 
Offline
Project Lead
Project Lead
User avatar

Joined: Thu Jun 28, 2001 12:01 am
Posts: 5031
Location: Zurich, Switzerland
Known issue: purple outline on several tree models.

_________________
Image
"Why is it every punk with a dragon thinks he's a Serpent Rider?" (Joe Grant Bell)


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 9:04 am 
Offline

Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
http://img137.imageshack.us/img137/7691/omgtd.png

Image
I understand that this is an alpha but it's really not what I expected. I really question the rendering quality of vavoom. That sky was... flickering, randomly showing only bits of it.

The cyan outline for the statusbar is still there.

As usual, I like to maximize everything in the options if that's of any help.

Also, vavoom seems unable to survive a simple task switch... if I alt-tab out and try to get back, all is lost.

There are also some major issues with sounds/music.
I nearly jumped out of my chair, because of hexen's main menu music, it was so loud on default setting. I lowered the volume to just one tick above mute and it was just about fine, it needs some adjusting.
Sounds seemed epicly quiet on the other hand, at least until I started a game. Even when I began a new game it seemed about fine on max volume, for some reason it seemed after starting a new game the menu sounds would go up in volume also, with every third sound being slightly quieter... so random. Unexplainable

Next thing, the travelling. Firstly I'd like to point out that upon re-entering an area the music doesn't always switch properly from travel music to the area's music.
Secondly, I found it rather disturbing that whenever I chose that I don't want to enter an area, it wouldn't let me retry entering it, I had to move to another place and back.
Also a smaller nitpick is that it wasn't obvious for me how to travel around... try to make the arrows lit always, not blinking.


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 9:27 am 
Offline
Programmer
Programmer
User avatar

Joined: Tue Nov 08, 2005 3:53 am
Posts: 2374
Location: St. Petersburg, Russia
Quote:
Secondly, I found it rather disturbing that whenever I chose that I don't want to enter an area, it wouldn't let me retry entering it, I had to move to another place and back.

You can, by hitting Enter.

As for sky issue, I had never seen anything like that, but that's rather renderer issue... what renderer do you use?


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 9:31 am 
Offline

Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
Crimson Wizard wrote:
Quote:
Secondly, I found it rather disturbing that whenever I chose that I don't want to enter an area, it wouldn't let me retry entering it, I had to move to another place and back.

You can, by hitting Enter.

As for sky issue, I had never seen anything like that, but that's rather renderer issue... what renderer do you use?

Here's the full procedure: I press use on the entrance door of the city. I press enter, I press N, I press enter, the dialogue doesn't ask if i want to enter again.

I was using direct 3D when I got that issue.


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 10:55 am 
Offline
2D Artist
2D Artist
User avatar

Joined: Thu Apr 25, 2002 12:01 am
Posts: 3105
Location: Mexico
I've seen the sky rendering issue, but I'm not sure yet what the problem is with that.

For the sound problems you have, could you add the -no3dsound parameter to the batch files and test back? I think that what's causing the quiet sounds is the 3d sound system.

As for the MIDI music volume, Vavoom developers are aware of the problem and are looking for a solution for it, but until that's fixed we can't do much but wait for the fix :).

_________________
I'm the ruler of the Fire Power.....


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 11:23 am 
Offline

Joined: Sat Jun 14, 2008 10:57 am
Posts: 78
Wait... how come vavoom doesn't have something as basic as MIDI handling working properly yet?
I'll see what I get from toggling 3d sounds then.


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 12:17 pm 
Offline
Project Lead
Project Lead
User avatar

Joined: Thu Jun 28, 2001 12:01 am
Posts: 5031
Location: Zurich, Switzerland
Dancso wrote:
Wait... how come vavoom doesn't have something as basic as MIDI handling working properly yet?


Might be because Vavoom had support for music formats like OGG 5+ years ago.

_________________
Image
"Why is it every punk with a dragon thinks he's a Serpent Rider?" (Joe Grant Bell)


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Dec 28, 2009 3:27 pm 
Offline
2D Artist
2D Artist
User avatar

Joined: Thu Apr 25, 2002 12:01 am
Posts: 3105
Location: Mexico
MIDI files are handled but setting the message for volume for devices other that the default MIDI mapper is the problem :).

_________________
I'm the ruler of the Fire Power.....


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Wed Jan 13, 2010 2:30 am 
Offline
User avatar

Joined: Wed Jan 06, 2010 4:04 am
Posts: 16
I played it only shortly but I found one funny bug. I entered the mage level (don't know his name) and went to him. While trying to fight him with bare hands I died (oh wonder^^) and then I loaded the game (I had saved just before fighting the mage). On reload the mage stood face to the wall away from me. I could then kill him by bashing him without even the slightest reaction... and I went at least one whole level up :D


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Wed Jan 13, 2010 3:11 am 
Offline
Project Lead
Project Lead
User avatar

Joined: Thu Jun 28, 2001 12:01 am
Posts: 5031
Location: Zurich, Switzerland
Did any other monsters behave the same way or only that one?


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Wed Jan 13, 2010 4:47 am 
Offline
User avatar

Joined: Wed Jan 06, 2010 4:04 am
Posts: 16
As I only played it for a short time and quit the game shortly after that I cannot tell that. And I died only once while playing, so I have no idea :(


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Wed Jan 13, 2010 6:00 am 
Offline
Programmer
Programmer
User avatar

Joined: Tue Nov 08, 2005 3:53 am
Posts: 2374
Location: St. Petersburg, Russia
Actually I noticed that too: after reloading the game sometimes certain monsters stuck.
I think I know what is the reason; I guess, it is something to do with my custom monster AI :P


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Sat Jun 05, 2010 7:24 pm 
Offline
User avatar

Joined: Mon Jul 23, 2007 12:17 am
Posts: 42
Location: Kentucky
For reference, everything I tested was done while playing OpenGL, and on the hardest difficulty. With the exception of the first Fighter, all of my characters were played on 200% exp. Anyway got a couple of things:

-First time I tried to set my resolution to 1600x1200 it tried, but obviously did not change the resolution any. The second time I tried it, the program just crashed out to desktop, no error given. Since then I haven't had it happen again, but the game will not change my resolution to 1600x1200. I'm able to change my resolution to any of the others just fine and they take, and my monitor is capable of displaying 1600x1200. Also I'm able to alt-tab just fine.

-My first game as a Fighter went fine until I got trapped in a map (I guess the scripting isn't done yet, but I fell in a pit with no way out. Didn't seem like a glitch, it seems like an intentional part of the map, just that like a script to raise up the pit is missing or something. I got a screenshot of the pits with my Mage:
Pits


-Second game I decided to try a Mage. I went on a killing spree around town, and as soon as I got enough EXP to hit level 2, the game froze on me. The sound continued to play, but I couldn't move, nothing else on the screen was moving, and there were no sounds. This continued for about a minute or two, then I C+A+Ded out and had to kill it with Task Manager. The last lines of my debug.txt look like this... Seems like it didn't catch whatever happened.
Code

I tried it again and got the same result, then I tried with a Fighter and the same thing happened. I was able to to level outside of town as both a Fighter and a Mage both from killing monsters and destroying scenery, so this seems to be a problem with leveling either in town or by killing NPCs.

- I'm able to pick up the level 2 (frost shards, timon's axe, serpent staff) of any class regardless of which one I'm playing, but I can only pick up my own class's level 3 (hammer, etc.) weapon, just walking right through the others.

- I think you already know about the pink outline around trees, but I was seeing that too. There's also a faint cyan outline around my HUD.

- Sometimes I can't click things in my journal. I have to move the mouse around a bit, then position it back over what I was trying to select, and click again.

- The journal seems to "queue up" actions to perform based on your button presses that it runs when the game un-pauses from you exiting the journal. Sometimes when I close my journal I immediately jump, attack, or both.

- As was already stated, the music does not always change properly when switching maps.

- Moving on the overworld map seems unresponsive. Sometimes I have to press an arrow key more than once, and I always have to wait a second or two after opening my map before I press anything or it will not register.

- Some "paths" on the map will stay drawn once you've gone down them, others disappear.

- This is probably more a problem with the Vavoom engine, but jumping while on slopes, no matter if you're going up, down, or even flat through one, is very finicky. Jumping even while not on slopes is kind of awkward, though, the height of my jumps seems to vary for no discernible reason.

- My music wasn't too loud, it seemed the perfect volume, but sounds were very, very quiet. It seemed to fluctuate depending on what map I was in, though.


Also, I dunno if you want mapping stuff here, but I noticed quite a few things in the maps I played. I understand the maps are still very much work-in-progress, unfinished, and some may even just be placeholders for now, and I don't mean to insult anyone who worked on the maps, I'm just trying to help. :d I don't know the names but I'll try my best. Anyway, here's some glitches, some stuff that may just not be finished, and some just style things:

- In the map where you can get the level 2 and 3 weapons and the heresiarch is guarding a portal:
The platform leading into this room wasn't flagged right. Instead of lowering like normal with the texture following, it "melts" down. Furthermore, I was able to sit in this spot and kill the Heresiarch without any danger to myself, since his attacks couldn't reach me but I could still hit him.

The 3D model for these torches is... Bizarre. Why is the floating disk thingy above the flame there?

Leading into the room with the inescapable pits, there's this one strange sliver of differently-textured wall. For some reason the end of this hall sticks out just the TINIEST bit more than the rest of the hall. Is this an unflagged secret door?

This texture looks nice, but really doesn't line up right.

The walls on the sides of this door aren't set as unpegged, so they awkwardly move with the door.

This texture choice is awkward and doesn't really blend.

The bottom of this door wasn't textured, so when it's open you can see through it.

This texture seems really out of place with the rest of the room.

Is this part of a door that just isn't scripted yet? Looks weird.

The textures on this staircase aren't aligned.

The 3D objects seem to always be facing in the same, static direction, unlike sprites which turn to face the player. That leads to some strange stuff like this knight who was apparently naughty and has to sit in the corner to think about what he's done.

This 3D minotaur statue is clipping into the wall. Also I assume that's not the direction it's supposed to face.

Using the sky texture here looks awkward.


- On the "woods" map that you get to if you go through the portal behind the Heresiarch:
This is an odd texture choice given the little niche its in.

There are two switches in front of this door, one on either side of it. The first time to press either the door opens like normal. However, you can then press the one you haven't already pressed, and the doors rotate again, clipping through the wall and causing some texture weirdness.

Are you supposed to be able to jump up here? It kind of seems like you're not.


- On the "final" map with Korax:
All of the doors around the arena don't have textures on the bottom, so when they open you can see through them.

This sky effect looks like it would be awesome, but it's a bit glitchy. Pretty cool anyway.

After you kill Korax, the lava rises up. It becomes flush with the bridges, which looks kind of icky.

This switch texture is aligned awkwardy.

When you are told you "get out while you still can" and start taking damage when you enter the final room, there's two portals. If you try to go into the one on the left, nothing happens and you get this strange hall-of-mirrors effect when you back out of it.


...Aaaaand that's about it. I enjoyed what I played! I'll post some thoughts on gameplay balance and how I enjoyed it in the Feedback thread. Hope I could help some!

_________________
...Eh?


Top
 Profile  
 
 Post subject: Re: Scattered Evil Limited Alpha bug report thread
PostPosted: Mon Jun 07, 2010 5:02 am 
Offline
2D Artist
2D Artist
User avatar

Joined: Thu Apr 25, 2002 12:01 am
Posts: 3105
Location: Mexico
Some of these maps will be changed a lot, so all that bug hunting wasn't needed, heh! ;)

_________________
I'm the ruler of the Fire Power.....


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 1 of 2
 [ 18 posts ]  Go to page 1, 2  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group pozycjonowanie
Chronicles phpBB2 theme by Jakob Persson. Stone textures by Patty Herford.
With special thanks to RuneVillage