Message Boards

Topic: "bug dump" thread  (Read 7257 times)

Offline Nes

  • Developer
  • Posts: 31
    • View Profile
"bug dump" thread
« on: August 02, 2007, 23:36:58 »
This is just a thread discussing Odamex bugs in general.

Results from the bug dump in CTF last night:

- Teammate obituaries are always "%s died."
- Scoreboard players sorted by frags and not points.
- "sxp pointer was NULL" at the end of each match.
- Mouse problems.
- Ghghghghooooooooosts!
- Green corpse spotted?
« Last Edit: August 03, 2007, 12:45:42 by Nestea »

Offline Hekksy

  • Doomin' since '96
  • Administrator
  • Posts: 152
    • View Profile
Re: "bug dump" thread
« Reply #1 on: August 02, 2007, 23:43:04 »
- Green corpse spotted?

Yes. In one of the Odamex CTF maps (map03 I believe) when I killed someone on the blue team the corpse that dropped to the ground turned green. Sorry I didn't get a screenshot but if it happens again I'll be sure to get one.

Right now my biggest complaint however is the mouse...it seems that no matter what level you set the sensitivity the mouse is always too sensitive ><

But Odamex is great fun! Plays a lot like classic Doom and I can't wait for more and more stable releases. :)
« Last Edit: August 02, 2007, 23:45:07 by HeX9109 »
Join the Odamex Steam group! http://steamcommunity.com/groups/odamex
Check out the Odamex Discord as well: https://discord.gg/vHUu236

Offline Nautilus

  • Posts: 22
  • Crezzy
    • View Profile
Re: "bug dump" thread
« Reply #2 on: August 02, 2007, 23:44:57 »
Speaking of the corpse, I would like to mention that it was frozen at one frame of the death animation. Also, the weapon sprite bug is still present.
This is the nuclear shakedown.

Offline Zorro

  • Posts: 65
  • Professional n00b
    • View Profile
Re: "bug dump" thread
« Reply #3 on: August 02, 2007, 23:51:39 »
- "sxp pointer was NULL" at the end of each match.

it's "szp" (typo?).  Stand's for self-zeroing pointer.  It's a class which wraps pointer access to make it safer or something.  Used extensively in the mobj handling code.  When something goes wrong, it throws an exception which the engine catches and prints to the console.  Something must be effecting the integrity of the world's state (side effects of the wallhack prevention, I think).
^^ this post has wasted part of your life ^_^

Offline Nes

  • Developer
  • Posts: 31
    • View Profile
Re: "bug dump" thread
« Reply #4 on: August 03, 2007, 02:22:31 »
Damn it. I keep thinking "sxp" for some reason. No, not because of Bones's IDL team. ;)

Offline nitus

  • Posts: 5
    • View Profile
Re: "bug dump" thread
« Reply #5 on: August 03, 2007, 18:30:21 »
Yo ho. I was in the game for awhile

1 - green corpses: happened quite frequently on some maps

2 - corpses caught in death frames: sometimes green, sometimes team colored

2 - ghost players: not always nearby when it happens, sometimes the player is on the other side of the map

3 - switches randomly broken: seemed to happen on that one fortress map by alexmax, the switches would work only part of the time

4 - ear shattering music: the music didn't seem to respect my audio control; stayed at an ear-blasting maximum until turned off
 
 
Don't know if any of this helps. It was my first time playing odamex online, and I have to say that while it's very buggy and unstable, I loved the movement and the mouse feel. It's too bad that development is so slow - this will be an awesome port once it's fully operational.

Offline Russell

  • Developer
  • Posts: 70
    • View Profile
Re: "bug dump" thread
« Reply #6 on: September 08, 2007, 21:40:22 »
Its a good thing they're actually marked as corpses (IE
they will disappear after a while I think)

Odamex is very stable, I've hardly had it crash at all
(especially in the latest svn releases)

I think the music volume control is an sdl bug, it does work
but on some midi synthesizer's it doesn't ie: timidity
windows driver.

You can try upgrading sdl to 1.2.12 and see if that does
anything.