SRB2 2.0.X Bug Reports (Pre-2.0.5)

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mm7fbl.jpg

This FOF with linedef type 176 - Crumbling (Respawn), Floating, Bobbing crumbled and floated up to the ceiling underwater normally. However, as you can see, when the platform flickers to signify that it is going to respawn, it gives a Hall Of Mirrors effect.

23mmrn4.jpg

This is to prove that it wasn't there at first.
 
Doing some tidying up in here since it hasn't been done in a long time. I'll unlock when I'm done.

EDIT: Almost exactly two hours later... Done, topic reopened.

226 deleted posts... yeesh.
 
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Alright, time for a bug rant.

srb20060.png

Some of the lava here hurts you, and some of it doesn't.

srb20061.png

In single player, if Sonic get down here with an elemental shield, he cant get out.

srb20062.png

I don't know if this was intended, but the platform I am standing on doesn't go down all the way.

srb20063.png

Hall of mirrors over the springs.

srb20064.png

This zoom tube doesn't work most of the time.

srb20065.png

srb20066.png

I don't think I have to explain these two.

srb20067.png

GREEEEEEEN

srb20070.png

Flat failure?

srb20071.png

Hai hall of mirrors

srb20072.png

I see you...

Sometimes the flag doesn't return to the base from bottomless pits.
 
It might be helpful for the devs if you guys would post screenshots using DEVMODE 1. That way, they can know the coordinates of each level bug and fix them.
 
If Knuckles is in "gliding" state and gets into an open-air zoom tube, he won't be forced into "spinning" state and remains in "gliding" state.

EDIT: There's a weird visual effect after Knuckles has got out of the zoom tube.

srb2win2010032700411192.png
 
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mm7fbl.jpg

This FOF with linedef type 176 - Crumbling (Respawn), Floating, Bobbing crumbled and floated up to the ceiling underwater normally. However, as you can see, when the platform flickers to signify that it is going to respawn, it gives a Hall Of Mirrors effect.

23mmrn4.jpg

This is to prove that it wasn't there at first.
OFFTOPIC: Is that....is that Hydrocity zone?
Ontopic: Broken zoomtubes. :0 Those seriously need to be fixed. (No, i did not read any previous pages of this topic. LOL) (Ban me if needed. LoL again)
 
It's Labyrinth Zone, actually.

Also, I think it would help if you explained which zoomtubes are broken.
 
The Star Post Activator sectors in the circuit map Emerald Coast lack the grassy borders the neighboring sectors have.
 
I haven't checked the previous posts to see if these bugs have been reported already; delete this post if they have already.

1) Climbing walls that are also shared by walls of Crumbling FOFs (when stepped on or climbed on), but not touching the FOF itself, or walls that are directly below the FOF, will cause the FOF to fall.

2) Castle Eggman Zone 1: Rocks shown below are deathpits.
 
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I receive a "signal_handler(): segment violation" upon attempting to start the game in Windows 7. I have no addons for SRB2; it is the vanilla 2.0.4 version as downloaded/updated from the main site. While I have played SRB2 (version 1.?), I have not done so on this computer.

The error log is as follows:

SRB2 v2.0.4 -ERROR LOG-

srb2win caused an an Access Violation in module srb2win.exe at 001b:005581a0.
Exception handler called in main thread.
Error occurred at 4/5/2010 11:58:00.
C:\Users\Al\Saved Games\Games\PC\SRB2\srb2win.exe, run by Al.
1 processor(s), type 586 6.5633.
Program Memory from 0x00010000 to 0x7FFEFFFF
1016 MBytes physical memory.
Write to location 005581a0 caused an access violation.
Registers:
EAX=00000140 CS=001b EIP=005581a0 EFLGS=00010202
EBX=00000000 SS=0023 ESP=0012fdb0 EBP=00000001
ECX=758c85f4 DS=0023 ESI=0055f798 FS=003b
EDX=00000000 ES=0023 EDI=00000001 GS=0000
Command Line parameters: Bytes at CS : EIP:
8b 44 24 04 a3 b5 b8 4b 00 a3 da b8 4b 00 a3 e2
Stack dump:
0012fdb0: 004b3e7a 00000140 005a03d0 00000000 00000000 43480000 00414168 004e4720
0012fdd0: 004f0084 00000000 ffffffff 0012fefc 7ffd5000 00000000 00000001 67754120
0012fdf0: 20362020 39303032 20202020 20202020 20202020 20202020 53202020 63696e6f
0012fe10: 626f5220 6c42206f 20747361 20202032 20202020 20202020 20202020 20202020
0012fe30: 30202020 37313a32 2037333a 66d82000 67754120 20362020 39303032 20202020
0012fe50: 20202020 20202020 20202020 53202020 63696e6f 626f5220 6c42206f 20747361
0012fe70: 20202032 20202020 20202020 20202020 20202020 30202020 37313a32 2037333a
0012fe90: ffffff00 0012feb0 758ce50e ffffffff 00401000 000e1000 00000040 0012fecc
0012feb0: 0012fefc 004049cd 0012fe70 00432a9a 004049ed 004e4ff8 00404688 00000020
0012fed0: 00000000 00000000 7ffd5000 00000800 ffffffff 0012fed0 0012f9bc 0012ff78
0012fef0: 004d3f20 004e4fd0 00000000 0012ff88 004d63e7 00400000 00000000 002a1d45
0012ff10: 00000001 00000000 00000000 7ffd5000 00000000 002a1d45 00000000 00000044
0012ff30: 002af658 002ae180 002b3060 00000000 00000000 00000000 00000000 00000000
0012ff50: 00000000 00000000 00000401 00000001 00000000 00000000 00010001 00000000
0012ff70: 0012ff14 00000000 0012ffc4 004d3f20 00505210 00000000 0012ff94 77151194
0012ff90: 7ffd5000 0012ffd4 7754b3f5 7ffd5000 78365a0c 00000000 00000000 7ffd5000
0012ffb0: 00000000 00000000 00000000 0012ffa0 00000000 ffffffff 7750d74d 0f70a040
0012ffd0: 00000000 0012ffec 7754b3c8 004d6319 7ffd5000 00000000 00000000 00000000
0012fff0: 00000000 004d6319 7ffd5000 00000000
Module list: names, addresses, sizes, time stamps and file times:
C:\Windows\system32\igdumdx32.dll, loaded at 0x00210000 - 536576 bytes - 4aaa8199 - file date is 9/11/2009 16:58:04
C:\Users\Al\Saved Games\Games\PC\SRB2\srb2win.exe, loaded at 0x00400000 - 1441830 bytes - 4a7a7599 - file date is 8/6/2009 03:18:02
C:\Windows\system32\igdumd32.dll, loaded at 0x01ef0000 - 3829760 bytes - 4aaa8220 - file date is 9/11/2009 17:00:22
C:\Program Files\PowerMenu\PowerMenuHook.dll, loaded at 0x10000000 - 73728 bytes - 3e025360 - file date is 12/20/2002 00:16:50
C:\Windows\system32\DDRAW.DLL, loaded at 0x64be0000 - 531968 bytes - 4a5bd9b8 - file date is 7/14/2009 02:15:12
C:\Windows\system32\DINPUT.DLL, loaded at 0x66d70000 - 136704 bytes - 4a5bd9c0 - file date is 7/14/2009 02:15:12
C:\Windows\system32\WINMM.dll, loaded at 0x73ab0000 - 194048 bytes - 4a5bdb42 - file date is 7/14/2009 02:16:20
C:\Windows\system32\HID.DLL, loaded at 0x73b80000 - 22016 bytes - 4a5bd9ec - file date is 7/14/2009 02:15:26
C:\Windows\system32\DCIMAN32.dll, loaded at 0x73bd0000 - 10240 bytes - 4a5bd9b4 - file date is 7/14/2009 02:15:10
C:\Windows\system32\dwmapi.dll, loaded at 0x73f70000 - 67072 bytes - 4a5bda07 - file date is 7/14/2009 02:15:14
C:\Windows\system32\uxtheme.dll, loaded at 0x742a0000 - 249856 bytes - 4a5bdb38 - file date is 7/14/2009 02:16:18
C:\Windows\system32\SspiCli.dll, loaded at 0x752e0000 - 99840 bytes - 4a5bdb3c - file date is 7/14/2009 02:16:16
C:\Windows\system32\CRYPTBASE.dll, loaded at 0x75350000 - 36864 bytes - 4a5bbf41 - file date is 7/14/2009 02:15:08
C:\Windows\system32\WSOCK32.dll, loaded at 0x75440000 - 15360 bytes - 4a5bdb63 - file date is 7/14/2009 02:16:22
C:\Windows\system32\MSASN1.dll, loaded at 0x756b0000 - 34816 bytes - 4a98d038 - file date is 8/29/2009 07:57:32
C:\Windows\system32\DEVOBJ.dll, loaded at 0x756c0000 - 64512 bytes - 4a5bd9c5 - file date is 7/14/2009 02:15:12
C:\Windows\system32\CFGMGR32.dll, loaded at 0x756e0000 - 145920 bytes - 4a5bd9a6 - file date is 7/14/2009 02:15:04
C:\Windows\system32\CRYPT32.dll, loaded at 0x757a0000 - 1151488 bytes - 4a5bda39 - file date is 7/14/2009 02:15:08
C:\Windows\system32\KERNELBASE.dll, loaded at 0x758c0000 - 288256 bytes - 4a5bdaae - file date is 7/14/2009 02:15:36
C:\Windows\system32\WINTRUST.dll, loaded at 0x75910000 - 172544 bytes - 4a5bdb52 - file date is 7/14/2009 02:16:20
C:\Windows\system32\MSCTF.dll, loaded at 0x75940000 - 828928 bytes - 4a5bda69 - file date is 7/14/2009 02:15:44
C:\Windows\system32\SETUPAPI.DLL, loaded at 0x75a20000 - 1668608 bytes - 4a5bdafe - file date is 7/14/2009 02:16:16
C:\Windows\system32\USER32.dll, loaded at 0x75bc0000 - 811520 bytes - 4a5bdb2f - file date is 7/14/2009 02:16:18
C:\Windows\system32\SHLWAPI.dll, loaded at 0x75c90000 - 350208 bytes - 4a5bdb05 - file date is 7/14/2009 02:16:16
C:\Windows\system32\IMM32.DLL, loaded at 0x75cf0000 - 118272 bytes - 4a5bda07 - file date is 7/14/2009 02:15:34
C:\Windows\system32\NSI.dll, loaded at 0x75f10000 - 8704 bytes - 4a5bdad9 - file date is 7/14/2009 02:16:12
C:\Windows\system32\OLEAUT32.dll, loaded at 0x75f80000 - 571904 bytes - 4a5bdaca - file date is 7/14/2009 02:16:14
C:\Windows\system32\USP10.dll, loaded at 0x76010000 - 627200 bytes - 4a5bdb32 - file date is 7/14/2009 02:16:18
C:\Windows\system32\msvcrt.dll, loaded at 0x760b0000 - 690688 bytes - 4a5bda6f - file date is 7/14/2009 02:15:52
C:\Windows\system32\ole32.dll, loaded at 0x76260000 - 1412608 bytes - 4a5bdac7 - file date is 7/14/2009 02:16:14
C:\Windows\system32\WS2_32.dll, loaded at 0x76470000 - 206336 bytes - 4a5bdb4a - file date is 7/14/2009 02:16:22
C:\Windows\system32\SHELL32.dll, loaded at 0x764b0000 - 12866560 bytes - 4a5bdb01 - file date is 7/14/2009 02:16:16
C:\Windows\system32\kernel32.dll, loaded at 0x77100000 - 857088 bytes - 4b1e3897 - file date is 12/8/2009 12:33:32
C:\Windows\system32\ADVAPI32.dll, loaded at 0x772c0000 - 640000 bytes - 4a5bd97e - file date is 7/14/2009 02:14:54
C:\Windows\system32\GDI32.dll, loaded at 0x774a0000 - 304640 bytes - 4a5bd9dd - file date is 7/14/2009 02:15:24
C:\Windows\SYSTEM32\ntdll.dll, loaded at 0x774f0000 - 1286144 bytes - 4a5bdadb - file date is 7/14/2009 02:17:52
C:\Windows\system32\LPK.dll, loaded at 0x77630000 - 26624 bytes - 4a5bda19 - file date is 7/14/2009 02:15:38
C:\Windows\SYSTEM32\sechost.dll, loaded at 0x77640000 - 92160 bytes - 4a5bdb04 - file date is 7/14/2009 02:16:14
C:\Windows\system32\RPCRT4.dll, loaded at 0x77660000 - 652288 bytes - 4a5bdade - file date is 7/14/2009 02:16:14
 
- The RANDOMTV command is still in the game but does absolutely nothing. (its' use has been replaced by RACE_ITEMBOXES anyway)

- Randomly spawned in a wall at the start of a DSZ2 race and was stuck:

srb20125.png


- This amusing little backfire happened when I was messing with ALLOWTEAMCHANGE in 2-player mode. When I switched to Tag and tried to use SERVERTEAMCHANGE to force Tails into the game (with team changing off), it copped an error and kicked player 2 out of the game:

srb20137.png


And it didn't crash either, just kept going in the 2-player game without 2 players! Result after ducking in and out of the main menu with escape:

srb20138.png
 
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Press F4 to open up the music and sound options. Back out to the main menu and your selector is now on a new found menu option "Scramble teams..."

Or something like that.
 
Okay, I don't know if anybody's gotten this before, but I was in a netgame and going through the SRB1 Remake, and I was playing as Shadow, and I Chaos Thokked into an SRB1 Crawla, and it sent me off the side of the 2D platform, so I couldn't even finish the level. I was outside the line that one normally plays on in a 2D level. Essentially, I was in back of the scenery and stuff, like this:

I was here:--------------->X
Line of walking: ------------------------------------------

Only reason I made a diagram is 'cause I don't have a screenshot, and I don't know really how to explain it. It was really strange.
 
Minor thing but a tad annoying for level design:

If a no-sides water FOF (e.g. LD-123) "meets" a normal water FOF (e.g. LD-121), the water textures are rendered, even underwater:

xsrb0000.png
xsrb0001.png



On the other hand, if two or more normal water FOFs (e.g. LD-121) "meet", the sides where there's contact are not rendered:

xsrb0002.png


xsrb0003.png


I'd like the 1st case worked just like the 2nd, so I'm not forced to replace almost all no-sides water FOFs with normal ones at cost of more rendering effort.
 
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The GFZ mobile's lasers come out of the emitter that doesn't animate. That is, whichever laser emitter did a firing animation, the laser came out the other one.

For that matter SOCedit's description of A_BossFireShot incorrectly states that setting Var2 to 0 fires left and 1 fires right. Haven't tested to see if that's the case with the lower/upper variants.

I'd like to point out here that Eggman is using his left arm to press a button on the right side of his machine to fire a gun on the left side of his machine(going by the animation, not by where the laser actually comes out). why?

EDIT:

Observed in s_countrydreamzone.wad and s_mountcrumblezone.wad: loading a wad with a Map01 and map header causes level select to start on Map02(GFZ2). Map01 is still accessible in level select.
 
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Oh look...
2djzz2b.png

Brak's platform destoryer seems to have malfunctioned.

I think he had maybe 3 hits left, grabbed the missles and slammed into him while he was jumping towards the middle platform. (I think it was 2 missles that hit him which might of caused this to happen, then I jumped pass him once and he was killed.

Or maybe he was already doing a action, and couldn't destory the middle platform.

Not sure if it counts, then again... he will fall if he did break the platform he was on.

Before you ask... my Graphics WAD does NOT atler any levels at all.
 
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