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Old 07-30-2009   #61
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I was playing ER a while back and there was an emerald token in time attack. Its useless. I put this in bug report because aren't emerald tokens removed?
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Old 07-31-2009   #62
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In Hide and Seek, if you're Knuckles and holding onto a wall, you can press spin to get off.
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Old 07-31-2009   #63
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[spoiler:e552af6d10]NAGZ At the moving conveyor ruins, a Major lag spike happens that never happened in the 1.09.4 mod.[/spoiler:e552af6d10]
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Old 07-31-2009   #64
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Spectators can trigger crumbling platforms.
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Old 07-31-2009   #65
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If you are playing as Tails or Knuckles and are currently Flying or Gliding, you will still be Flying or Gliding while the "Seeker" is trying to find you.
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Old 07-31-2009   #66
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EIP=0046b760
Random sigsegv in the Official SRB2.org Server #2 while racing on Corrupt Shrine.

If people get Time Over in Race, instead of saying "TIME OVER" on the results screen, it displays a minute after the first person finished.

If there are two columns, spectators will be displayed transparently.
If there is one column, spectators will not be displayed at all.

Not a bug. Spectators do not get displayed on any score list. -Jazz
Spectators are handled differently in 2.0.5 altogether. ~Inuyasha

Last edited by 犬夜叉; 03-22-2010 at 07:09 PM.
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Old 07-31-2009   #67
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Two minor things. SOCedit contained an incorrect description of A_Explode: The Damage of the thing calling the function seems to determine range, not damage dealt.

No bug is too small, after all.
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Old 07-31-2009   #68
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Sometimes the life icon disappears, and in THZ2 you can sometimes get stuck in the wall at the conveyerbelt behind the glass.
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Old 08-01-2009   #69
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I have gone through all the posts before this and cleared out the following:

A. Invalid bug reports.
B. EIPs from versions 2.0.0 and 2.0.1
C. Spam/discussion posts.

Unfortunately, due to the fact that SSNTails compiled the first two releases with a different version of the MSVC compiler than I did for 2.0.2, I cannot use those EIP addresses, even if I revert my working copy back to that point. They simply do not line up with code that makes any sense.

Do not fear though, I have gone through the 2.0.2 EIP addresses and have already plugged quite a few holes. More than likely, many of the places you've been crashing are the same across the various 2.0 versions. I will be bolding all the ones I looked at already. About two-thirds of them led me to fixing a problem. Do not worry if you post an EIP that is the same as one I've already bolded. Better safe than sorry! =P

Thank you for your cooperation. Carry on.
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Old 08-01-2009   #70
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[spoiler:3af40fa309]
When you respawn at the first checkpoint here, you're crushed by the door. Immediately.

I pity the fool who lost all his lives and had to use his continue before this point, cause he desperately needs that continue now..[/spoiler:3af40fa309]
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Old 08-01-2009   #71
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In DSZ1, there is an inescapable pool. The yellow spring does not provide enough thrust to escape the bottom. It is the pool that is showcased in the level select picture.
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Old 08-01-2009   #72
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I submitted this same bug report during testing for this release, and nothing was done. Let's try again...

Any linedef with both upper and lower unpegged flags set will not render its upper texture. This is a problem for me as I routinely use these flags together to properly align textures in Blue Heaven. This bug is especially problematic in places with widely varying floor and ceiling heights. My only options as of now are to ignore texture alignment in those areas or change the floor and ceiling heights to multiples of 64. I don't think either are acceptable solutions, as the texture alignment in those areas always worked in previous releases.

My original report was dismissed on the grounds that, evidently, these flags no longer exist in SRB2, and they can't be used together anyway as one takes precedence. The config file for SRB2 Doombuilder still references these flags, and they still work as expected when used separately in the most recent public release. Additionally, they both work perfectly well at the same time in Doombuilder's 3D mode as well as SRB2's previous version. So I have to wonder what's going on here.
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Old 08-01-2009   #73
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If the “Each Time” linedef executor is used on a sector, the tagged sector is treated as an “Anywhere In Sector” (whether for all players or just the activating player, I know not), regardless of what the type actually is. I’m not sure if the same is true with other linedef executors as well.

EDIT: Scratch that. I do know from experience that the “Once” linedef works just fine. Other than that, though, I know nothing of the other types.

EDIT 2: To avoid a double-post, a few other things. First, a sector with a light level of 0 is not pitch-black in full-screen. This adds an unfair advantage to full-screen players, not to mention it disallows me from doing something that I need to do for a few maps. After all, what’s the point of trying to keep in the light if you can see just fine no matter how dark it is? I know some people may abuse 0-light sectors, but not all people do.

The checker for SRB2DB incorrectly states that there are not enough multiplayer starts when in reality all 32 are placed. Though that might be a glitch with SRB2DB, not with SRB2.

For some reason, crawla commanders are spawning in my second map even though I did not put any in there. This happens very rarely, but it does happen. All 32 starts are on that map, and the commanders seem only to spawn at places with starts, so might there be some correlation?
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Old 08-01-2009   #74
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Quote:
Originally Posted by Joat
If the “Each Time” linedef executor is used on a sector, the tagged sector is treated as an “Anywhere In Sector” (whether for all players or just the activating player, I know not)
I'm having similar problem here:

Switches are pressed without stepping on (Lift Bridge Zone)

EDIT: reported here http://www.srb2.org/mb/viewtopic.php?p=342641#342641
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Old 08-01-2009   #75
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Opening the thrown special rings objects via soc edit will make the application crash. Seems like the program can not load the information about these properly.
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Check out the wiki: http://wiki.srb2.org/wiki/Object_Creation_Tutorial or read the original one: http://mb.srb2.org/showthread.php?t=30906
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Old 08-01-2009   #76
Someone
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I got a fun little error when playing in MIDI mode... when the invincibility music ended, the game died.
http://srb2.pastebin.com/m3ef608ed

I'll try to reproduce now.
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Old 08-01-2009   #77
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Linedefs 9428 and 9883 in ERZ 1 are missing the rest of the sector they belong to. (Located with the control sectors) these lines should be deleated as they may be the sigsev causers of this act
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Old 08-01-2009   #78
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1) Chasecam crashed the game:

I was playing ERZ1 in coop mode and I used X-key to toggle chasecam (X is binded to "toggle chasecam"). Error log:

[spoiler:7434637a25]SRB2 v2.0.2 -ERROR LOG-


srb2win caused an Unknown exception type in module srb2win.exe at 001b:004a175f.
Exception handler called in main thread.
Error occurred at 8/1/2009 17:53:26.
C:\Games\SRB2_2.0\srb2win.exe, run by Windows XP.
1 processor(s), type 586 15.11266.
Program Memory from 0x00010000 to 0x7FFEFFFF
1248 MBytes physical memory.

Registers:
EAX=fea109d6 CS=001b EIP=004a175f EFLGS=00010202
EBX=00000018 SS=0023 ESP=0012fd0c EBP=02742bc8
ECX=000000ff DS=0023 ESI=05a3df9b FS=003b
EDX=01410000 ES=0023 EDI=00023a6b GS=0000
Command Line parameters: -console Bytes at CS : EIP:
88 1e 03 35 2c e7 66 00 03 c7 8b d8 c1 fb 10 23
Stack dump:
0012fd0c: 00000102 000001bf 000006ed 0000027b ffffffff 00000088 01410000 004a6cbb
0012fd2c: 05103668 00676430 00000000 00000000 fffffff2 000001df 000006ed 00000000
0012fd4c: 00000007 004a8487 0000027f 006293d8 02800000 0c000000 00000028 04000000
0012fd6c: 04000000 0067643c 00000014 00000024 0206e4d0 00000241 0b922a64 0049dc67
0012fd8c: 00000241 0000027f 01d14bec 0049e280 0206e4d0 00000002 00000000 00000000
0012fdac: 00000241 00000280 0049e9bd 0206e4d0 00000000 02007844 00005a11 00000000
0012fdcc: 000000ff 000000ff 01fe4470 0206e4d0 00000005 0049ecf9 000081b7 00000000
0012fdec: 02007bb8 0049ecf9 000001b3 00000000 02007dc0 0049ecf9 000001c2 00000000
0012fe0c: 020080cc 0049ecf9 000001cd 00000001 02008100 0049ecf9 000001db 00000001
0012fe2c: 02008134 0049ecf9 000001dc 00000000 0200e0e0 0049ecf9 000001dd 00000001
0012fe4c: 0200e114 0049ecf9 000003b4 00000001 02054768 0049ecf9 0000195d 00000000
0012fe6c: 02054e1c 0049ecf9 0000195e 00000001 006f8260 004a4156 0000197f 05a40020
0012fe8c: 00412c95 00000001 00005a13 00005a11 00000001 00000000 0048dda0 00000020
0012feac: 006fc2e8 00000001 00000001 00411fd8 00000001 00000001 00000001 00000000
0012fecc: 00412739 00000001 00005a11 4116e26a 004131f3 fffffffe 00000000 0012fef4
0012feec: 00005a13 00404f23 0012ff30 00404f2b 00404fa6 00000020 4116e3fa fffffffe
0012ff0c: 00000000 00000001 ffffffff 0012ff04 0012f920 0012ffb0 004cb9e0 4155ea0a
0012ff2c: 00000000 0012ffc0 004c9ef6 00400000 00000000 00152331 00000001 4116e30a
0012ff4c: 00310038 00300039 7ffd9000 00000044 00154548 001533a0 001547d8 00000000
0012ff6c: 00000000 00000000 00000000 00000000 00000000 00000000 00000c01 00000001
0012ff8c: 00000000 00000000 00010001 00000000 0012ffac 00300039 00000000 0012ff48
0012ffac: d446eb1f 0012ffe0 004cb9e0 4155f33a 00000001 0012fff0 7c816d4f 00310038
0012ffcc: 00300039 7ffd9000 80543dfd 0012ffc8 88e753f8 ffffffff 7c8399f3 7c816d58
0012ffec: 00000000 00000000 00000000 004c9f61 00000000

Module list: names, addresses, sizes, time stamps and file times:
C:\Games\SRB2_2.0\srb2win.exe, loaded at 0x00400000 - 1525760 bytes - 4a708b52 - file date is 7/29/2009 13:48:04
C:\Games\SRB2_2.0\fmod.dll, loaded at 0x10000000 - 162816 bytes - 43b2182e - file date is 10/26/2008 13:29:04
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5b1c0000 - 219648 bytes - 41109409 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\umdmxfrm.dll, loaded at 0x5b4f0000 - 13312 bytes - 3b96ac05 - file date is 10/28/2001 15:07:34
C:\WINDOWS\system32\serwvdrv.dll, loaded at 0x5d1d0000 - 14848 bytes - 3b96ac08 - file date is 10/28/2001 15:07:26
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x60b30000 - 346624 bytes - 411093d9 - file date is 8/4/2004 00:45:24
C:\ARQUIVOS DE PROGRAMAS\FRAPS\FRAPS.DLL, loaded at 0x63560000 - 118784 bytes - 4540b35f - file date is 10/26/2006 10:08:46
C:\WINDOWS\system32\HID.DLL, loaded at 0x68e00000 - 20992 bytes - 411093d5 - file date is 8/4/2004 00:55:42
C:\WINDOWS\system32\mswsock.dll, loaded at 0x71a10000 - 247808 bytes - 41109493 - file date is 8/4/2004 00:45:26
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a50000 - 19968 bytes - 41109451 - file date is 8/4/2004 00:45:30
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71a60000 - 19968 bytes - 41109447 - file date is 8/4/2004 00:45:30
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71a70000 - 82944 bytes - 41109446 - file date is 8/4/2004 00:45:30
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71a90000 - 25088 bytes - 41109453 - file date is 8/4/2004 00:45:30
C:\WINDOWS\system32\DINPUT.DLL, loaded at 0x72250000 - 166912 bytes - 411093e4 - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72cc0000 - 20992 bytes - 3b96ab7a - file date is 10/28/2001 15:07:02
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72cd0000 - 23552 bytes - 41109416 - file date is 8/4/2004 00:45:48
C:\WINDOWS\system32\DDRAW.DLL, loaded at 0x73710000 - 266240 bytes - 411093d5 - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73b70000 - 8704 bytes - 411093d4 - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73e90000 - 4096 bytes - 411093e9 - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\DSOUND.DLL, loaded at 0x73ec0000 - 367616 bytes - 41109409 - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x746e0000 - 294400 bytes - 41109425 - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b20000 - 179200 bytes - 41109426 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c10000 - 176640 bytes - 4110940d - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c70000 - 144384 bytes - 411093e5 - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\ole32.dll, loaded at 0x774c0000 - 1281024 bytes - 41109437 - file date is 8/4/2004 00:45:26
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77900000 - 993792 bytes - 411093f7 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a60000 - 603648 bytes - 411093c7 - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b00000 - 57344 bytes - 4110941e - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bb0000 - 18944 bytes - 411093e4 - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77bc0000 - 71680 bytes - 4110940a - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77be0000 - 18944 bytes - 41109407 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77bf0000 - 343040 bytes - 4110948d - file date is 8/4/2004 00:45:26
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d20000 - 577536 bytes - 41109406 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77db0000 - 581120 bytes - 411093f4 - file date is 8/4/2004 00:45:26
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77e50000 - 278016 bytes - 411093d0 - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77f20000 - 55808 bytes - 41109406 - file date is 8/4/2004 00:45:28
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77f50000 - 683008 bytes - 411093dd - file date is 8/4/2004 00:45:22
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 1022464 bytes - 4110940c - file date is 8/4/2004 00:45:24
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 723968 bytes - 4110940c - file date is 8/4/2004 00:45:18[/spoiler:7434637a25]

2) Level design issue:

Visible missing texture: MAP07, linedef 1386, Wall
Visible missing texture (?): MAP22, linedef 3406, Crusher
Desync effect with moving object: MAP23

3) HUD:

Ring total goal is not hidden upon pressing TAB-key.

Look at players' name

Spazzo edit: Intentional

4) Player gets stuck in the wall. This happens in any level:

Image


5) Water FOF with sides - submerged part in water is rendered/displayed. This didn't happen in 1.09.4:

Image

6) Sector effect 80 Trigger Floor touch acts like Trigger Anywhere in sector.

When you tag in this very sector LD300 (Trigger Continuous) and LD301 (Trigger Each time), the sector starts to act like SE64 (Trigger Anywhere), if Tails flies over or any other character jump over the sector, they activates the event without touching the sector.

This system is used frequently in switches that activate other events like opening a door or moving up/down a FOF.
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Old 08-01-2009   #79
Thompson
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I was time attacking in ERZ2 and my time attack was succesful. No stops. Next I went into replay, viewed it and my player was at 50 rings and the next thok i did in that video, The player turned into Super Sonic which was weird, I never remembered myself going super sonic O_o. And in addition to that, I see it ruins the waypoints of Sonic or whatever to get to the goal. The player was doing pointless jumps and thoks in the room, etc. So Yeah.

Take off the Turn-Super-Sonic-in-a-Time-attack-replay or whatever.
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Old 08-02-2009   #80
Joat
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I have an update on the crawla commander glitch. It seems that the random crawla commanders have nothing to do with player starts. When I load the map, there is no difference between each load (that is, if the commander spawned the first time around, it does every time). However, there IS a difference each time I load the mod, so it seems that some error in loading the mod is what is causing crawla commanders to be placed where they should not be. I think it might be that, in my mod, I place what essentially amounts to wing logos in non-nights stages. But I don’t see why that should make a difference, especially so randomly, in the loading of the mod.
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