SRB2 2.0.X Bug Reports (Pre-2.0.5)

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I don't understand. If something is intangible, wouldn't there be zero friction?? O_o

If you want friction on a particular surface, tag it to the FOF's control sector representing that surface.


Snow layer sector (Intangible FOF [ceiling 8 floor 0]) + friction = no change in friction.
 
Because that's not the way it works. Friction is applied to the solid floor you walk on, not an invisible block.
 
In dedicated servers, attempting to load a secret level causes the server to error.
No need to fuss over it. I have even got the solution below.
In: p_setup.c. Function: P_SetupLevel
Code:
 	// This is needed. Don't touch.
 	maptol = mapheaderinfo[gamemap-1].typeoflevel;
 
[I]-[/I]	if (!(grade & 2) && (maptol & TOL_SRB1))
[B]+[/B]	if (!(grade & 2) && (maptol & TOL_SRB1) && !dedicated)
 		I_Error("You have to unlock this level first!");

In: p_setup.c. Function: P_LoadSectors
Code:
		// Keep players out of secret levels!
[b]+[/b]		if (!dedicated)
[b]+[/b]		{
		if (ss->tag == 4240 && !(grade & 2)) // Mario
			I_Error("You need to unlock this level first!\n");
		else if (ss->tag == 4250 && !(grade & 16)) // NiGHTS
			I_Error("You need to unlock this level first!\n");
		else if (ss->tag == 4260 && (modifiedgame || netgame || multiplayer) && !(grade & 2048)) // NAGZ
		{
			if (netgame || multiplayer)
				I_Error("You need to unlock this level in single player first!\n");
			else
				I_Error("You need to unlock this level first!\n");
		}
[b]+[/b]		}
 
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I think these are pretty well-known, but I don't think I've seen them reported, so.

Knuckles can't climb lines marked with No Climb. However, if he climbs a normal wall and is able to strafe onto the No Climb line, he won't fall off.

The SPEEDMUSIC level header flag doesn't work properly. Music is sped up when shoes are picked up but it never reverts back to normal.

You can still latch onto ropes even when in objectplace mode.
 
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inuyasha.gif


I mean, you can totally bypass the wall maze, I'm pretty sure that wasn't intended.

Regardless, level design shouldn't be geared around a bug, should it?
 
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Coop mode: If two or more players are stepping/walking on same waterslide sector, they get something like a Zombie Bug and stand up.
 
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I'm not sure if this has been mentioned but...
Players that have finished can still use their Whirlwind Shield if picked up by Tails.

Also, I wish I had a sceenshot of that, but if a player is picked up while on a chain...the player will be...um...under ground...I really wish I had a pic.
It isn't a good idea to do that on a spinning chain though. That can cause either that a player will be in spinning state while still under ground and be able to break monitors and robots...but it will usually just SIGSEGV...I'm really sorry that I don't have anything...I guess you'll have to try it yourself
 
Minor issue in Deep Sea Zone 2...

34hxdkw.png

The water highlighted in red does not scroll like the rest of the water.

ta0nc5.png

A closer look as to where that water is, it is right where the 1up is.

7254xv.png

A more explained answer of where to find this issue.

By scroll, I mean the flat on that water block, it works fine as a waterslide.

Q : You had a WAD File added, I can tell because the HUD/Rings look different so maybe that's what broke it.
A : Only file I had added was my Graphic/Sprite Replacement, which does not alter any default SRB2 Levels at all.
 
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Oh, hey, I just got two SIGSEGVs while playing CEZ2. In both cases, they happened just as I was about to get clobbered by a swinging mace.

On the second instance, I managed to isolate the incident in the errorlog. Here it is:

Code:
Email Sonic Team Junior so we can fix the bugs
Make sure you tell us what you were doing to cause the crash, and if possible, record a demo!




SRB2 v2.0.4 -ERROR LOG-


srb2win caused an an Access Violation in module srb2win.exe at 001b:0047290e.
Exception handler called in main thread.
Error occurred at 3/14/2010 19:44:24.
E:\Games\Sonic Robo Blast 2\SRB2 v2.0.4\srb2win.exe, run by Matthew.
1 processor(s), type 586 6.3336.
Program Memory from 0x00010000 to 0x7FFEFFFF
1016 MBytes physical memory.
Read from location 4d52b812 caused an access violation.

Registers:
EAX=0169db13 CS=001b EIP=0047290e EFLGS=00010202
EBX=00000000 SS=0023 ESP=0012fda4 EBP=00000d2a
ECX=00000000 DS=0023 ESI=015ebd20 FS=003b
EDX=4d52b800 ES=0023 EDI=006e51e0 GS=0000
Command Line parameters: Bytes at CS : EIP:
8a 42 12 24 f0 3c 80 75 27 56 e8 63 9f 01 00 83 
Stack dump:
0012fda4: 006e51e0 006e52a0 00000d2a 00000000 0046eb81 0a81b270 000000be 000000a2
0012fdc4: 000000a2 000000be 004692fd 00008e64 000000be 0046a720 0a9e0ec2 015cf6c8
0012fde4: 00000001 00000001 00000001 000000a1 000000a3 000000a2 000000be 0046d1d5
0012fe04: 000000bd 000000bf 00000000 015cf6c8 014d5698 00000000 0046cfa1 015cf6c8
0012fe24: 00000000 014d5698 00000001 00000000 0046cfa1 015cf6c8 00000000 014d54a8
0012fe44: 0046ceda 014d54a8 0983312b 014d6be8 00000000 00000000 0045e782 014d6be8
0012fe64: 00000000 00400000 0bc75160 014d54a8 0045f32b 014d6be8 000275ae 093d312b
0012fe84: 00000000 00000000 ffffffff 014d6be8 000275ae 0bc75160 0045f4c1 0005008c
0012fea4: 00000180 006e51e0 006e52a0 00000d2a 00000000 ffffffff 03000000 004922ae
0012fec4: 015ebd20 00000003 00000003 7ffdf000 00000000 0042b254 004126e0 00000d2a
0012fee4: 004132d5 00000003 00320035 ffffffff 0012ff34 00000d29 004049ff 00404688
0012ff04: 00000020 00320035 00000000 7ffdf000 7ffdf000 ffffffff 0012ff08 0012f9c8
0012ff24: 0012ffb0 004d3f20 004e4fd0 00000000 0012ffc0 004d63e7 00400000 00000000
0012ff44: 001423c6 00000001 00320035 00360034 7ffdf000 00000000 001423c6 c0391dac
0012ff64: 00000044 001446c0 00144950 00144968 00000000 00000000 00000000 00000000
0012ff84: 00000000 00000000 00000000 00000401 00000001 00000000 00000000 00010001
0012ffa4: 00000000 0012ff4c 8058306f 0012ffe0 004d3f20 00505210 00000000 0012fff0
0012ffc4: 7c817077 00320035 00360034 7ffdf000 8054b6b8 0012ffc8 8605f4b0 ffffffff
0012ffe4: 7c839ad8 7c817080 00000000 00000000 00000000 004d6319 00000000

    Module list: names, addresses, sizes, time stamps and file times:
E:\Games\Sonic Robo Blast 2\SRB2 v2.0.4\srb2win.exe, loaded at 0x00400000 - 1441830 bytes - 4a7a7599 - file date is 8/6/2009 02:18:02
E:\Games\Sonic Robo Blast 2\SRB2 v2.0.4\fmod.dll, loaded at 0x10000000 - 162816 bytes - 43b2182e - file date is 10/26/2008 13:29:04
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/13/2008 20:12:08
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4802a0c5 - file date is 4/13/2008 20:11:54
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/13/2008 20:12:10
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/13/2008 20:12:10
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/13/2008 20:12:10
C:\WINDOWS\system32\DINPUT.DLL, loaded at 0x72280000 - 158720 bytes - 4802a0cb - file date is 4/13/2008 20:11:52
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 6/25/2002 15:15:12
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/13/2008 20:12:46
C:\WINDOWS\system32\DDRAW.DLL, loaded at 0x73760000 - 279552 bytes - 4802a0b8 - file date is 4/13/2008 20:11:52
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4802a0b7 - file date is 4/13/2008 20:11:52
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/13/2008 20:11:56
C:\WINDOWS\system32\DSOUND.DLL, loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/13/2008 20:11:52
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/13/2008 20:10:06
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/13/2008 20:11:54
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/13/2008 20:12:10
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 4802a12a - file date is 4/13/2008 20:12:10
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/13/2008 20:11:54
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1287168 bytes - 4802a111 - file date is 4/13/2008 20:12:02
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 985088 bytes - 4802a10b - file date is 4/14/2008 09:42:06
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/13/2008 20:11:52
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 58880 bytes - 4aa180a8 - file date is 9/4/2009 17:03:36
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/13/2008 20:11:58
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/13/2008 20:11:58
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/13/2008 20:12:08
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/13/2008 20:12:02
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 617472 bytes - 49901d48 - file date is 2/9/2009 08:10:48
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 585216 bytes - 49e5f46d - file date is 4/15/2009 10:51:26
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 08:36:14
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 56832 bytes - 4a433476 - file date is 6/25/2009 04:25:26
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 989696 bytes - 49c4f482 - file date is 3/21/2009 10:06:58
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 714752 bytes - 49901d48 - file date is 2/9/2009 08:10:48
C:\WINDOWS\system32\USER32.dll, loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/13/2008 20:12:08
 
Special Stage Tokens count towards the Perfect Bonus Rings, only happens if you have all 7 Emeralds and you picked up a few Tokens.

I don't know if it was suppose to do this, but just putting it here.

I kinda noticed this in ERZ1 because as a quick playthrough as Tails, I took the left path at the Beginning and collected both Tokens, most of the Rings on the left path, and went to the Exit Sign without going back to take the right path at the beginning, which STILL had Rings leftover.

Since there is 2 Tokens on ERZ1. That's 100 Extra Rings, and the game counts them to the Perfect Bonus.
 
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e71j6x.png


Tails is the only one who can get these rings, but he can't enter Knuckles' path, so it's impossible to get a Perfect Bonus on DSZ1.
 
I'm sure someone has already brought this up, but in 2D mode, the camera goes screwy if you hit a solid wall that goes back behind the camera.
 
I don't know if anyone knows this already, but recently, an exploit script has been circulating that enables players in CTF (and maybe Team Match) to not only use any colour of their choice, but play in spectator mode as well. This script, apparently, has a component in say, or the T button talking mechanic. I have no idea if this is known by the devs, but it's a pretty serious bug. At least they can't be invisible...

<Fists The Echidna> dude say ... exec color.txt

http://mb.srb2.org/showthread.php?t=32938
As I say in there: "To be straight, it's a quirk with the command EXEC that has been fixed in 2.0.5." ~Inuyasha
 
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