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EDuke32

ID  descCategoryTask TypePrioritySeveritySummaryStatusProgress
66Backend / CoreBug ReportVery LowLowloading a savegame removes level lightsUnconfirmed
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Task Description

i loaded up the duke burger level via the console (changelevel 4 2), saved the game immediately, and proceeded to take a screenshot with fraps
the first screenshot shows the level on first load , showing level lights and dynamic lights

then i reloaded the savegame and took another screenshot
the other screenshot shows the level after reloading , showing only dynamic lights with missing level lights

65Backend / CoreFeature RequestVery LowLowMovable Level StatsUnconfirmed
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Task Description

This is merely a request to make it possible to set where on the screen the Level stats appear on the screen when enabled. I ask this as certain mods with custom huds (particularly older ones) are not really compatible with the default location, and tend to cover them up or vice-versa. But instead of just moving it right or up or down and leaving it at that, I’m wondering if it’s possible to enable an option to direct where the level stats display depending on what the custom hud is.

64Backend / CoreBug ReportVery LowLowSmall memory leaks fixUnconfirmed
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Task Description

Hi here a little patch proposal to fix small mem leaks found. Cheers.

63Backend / CoreBug ReportVery LowLowEVENT_ANALYZESPRITES does not work in mapster32Unconfirmed
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Task Description

This code should change the tile picnum during the deplay process. In the old version (Mapster32 2.0.0devel r4488 (32-bit) Compiled May 28 2014 15:48:34), this method works correctly. In the version (Mapster32 r6332 Built Jul 6 2017 07:49:55, GCC 6.3.0, 32-bit) it does not work.

onevent EVENT_ANALYZESPRITES
    for i drawnsprites {
        ife tsprite[i].picnum ITEM {
            ifg tsprite[i].extra 0 set tsprite[i].picnum tsprite[i].extra
        }
    }
endevent
62Backend / CoreBug ReportVery LowMediumEduke32 doesn't remember vsync on setting when starting...Unconfirmed
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Task Description

When starting eduke32(with polymer HRP) and then start a saved game, the game will start with vsync off.
Though in the menu its on.
Turning vsync in the menu off and on again, will solve this problem.
This only happens when starting saved games, directly after eduke32 started.
With new games there is no problem.

61Backend / CoreBug ReportVery LowCriticalCrash during sound initialisation r6301 with map from a...Unconfirmed
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Task Description

With kadream.map: ftp://ftp.gamers.org/pub/games/duke3d/maps/k-o/kadream.zip

With vanilla 1.5 duke3d and no other files loaded
Crash during sound initialisation.
This also happens using v1.3d .grp file as well.
Please find attached full crash log (from debugging build) and copy of map.

Critical part of log:

Initializing sound... 32 voices, 2 channels, 16-bit 48000 Hz
./eduke32[0x628497]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0)[0x7f634a02e4b0]
./eduke32(inside+0xab)[0x587b34]
./eduke32[0x58c956]
./eduke32(updatesector+0x142)[0x58cbec]
./eduke32[0x5824b4]
./eduke32(loadboard+0x160c)[0x5840e4]
./eduke32(G_EnterLevel+0x582)[0x4e1bb1]
./eduke32[0x434679]
./eduke32(app_main+0x1376)[0x44ef88]
./eduke32(main+0xc3)[0x6285ba]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0)[0x7f634a019830]
./eduke32(_start+0x29)[0x433ce9]
g_errorLineNum: 0, g_tw: 0
58Backend / CoreBug ReportVery LowLowPipebombs thrown from the water's surface stay on the s...Unconfirmed
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Task Description

Using Eduke32 20170423-6129, Go into Raw Meat (E3L1) and throw pipebombs into the pool of water using the classic renderer with mouse vertical aiming off.

1. If you throw a pipebomb from the grass into the water, it will sink into the water
2. If you throw a pipebomb while you’re floating on the surface, it will “stay” on the surface.

You can see a small pipebomb sprite on the surface of the water when this happens, but only in the classic renderer.

This happens in the latest build of Eduke32.

57Backend / CoreFeature RequestVery LowMediumIndividual Color Channel Gamma/Brightness/Contrast Sett...Unconfirmed
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Task Description

So like how you have the general color settings for Brightness, Gamma and Contrast, is it possible to make these for Red, Green and Blue color channels too?

I posted a bug about my NVidia Control Panel’s settings not being recognized by EDuke32/Mapster32 unless the contrast is set to 0, but about possible idea to approach this is having Color-Channel based settings [similar to how the NVidia Control Panel does it].

Granted I don’t know how well connected with NVidia feature the engine is these days, but I guess it doesn’t hurt to ask about it. :V

56Backend / CoreBug ReportVery LowMediumEDuke32 does not obey NVidia Control Panel's Color Sett...Unconfirmed
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Task Description

Basically, with my new laptop, the screen’s default color calibration is off from normal, and I don’t got the $ to try to gamble on replacing the screen with a better one, so I used NVidia Control Panel’s individual color settings to offset the colors [mostly the blue part] to more acceptable colors. Unfortunately, under normal circumstances, loading EDuke32/Mapster32 will force the old color calibration settings while running it [and only while the window is selected, as it will show the proper color calibration outside of it].

The only workaround I’ve come up with for this is to setting the in-game/engine Contrast to 0.0 in the console [”vid_contrast 0”] which somehow re-inforces my Control Panel Color settings over EDuke32, however this does weird things to the gamma setting in certain ranges [like between 0.85 and 1.17, the screen will be very faded out, while otherwise, the game is brighter than normal gamma and changing it has very little effect], so you don’t have as fine tuned control over it as you’d like, and brightness is completely uneditable when the contrast is 0 too.

Another issue is even if I do this in Mapster32, going into 2D mode always unsets the contrast in 2D mode and thus forces the original screen color calibration, forcing me to set the contrast to 0 for 2D mode each time. It also doesn’t seem to save the 3D mode contrast when I leave the program, so I have to reset it once for 3D mode each time I run Mapster32.

55Backend / CoreBug ReportVery LowMediummultiplayer - some actions out of syncUnconfirmed
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Task Description

for example I run 2 players on my PC, level 1 opened the curtains and blew a hole in the movie screen. the player that did this could se the curtains open as per normal but the other player saw the curtains still closed, but could see player 1 walk through

54Backend / CoreBug ReportVery LowMediummultiplayer- viewscreens teleportUnconfirmed
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Task Description

using a viewscreen in multiplayer teleports you to where the camera is

53Backend / CoreBug ReportVery LowLowCommand line options, difficulty settingsUnconfirmed
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Task Description

-s command line parameter doesn’t seem to work, it doesn’t change the difficulty (skill) in settings.cfg; I can only change it via game menu by starting new game with the difficulty I want.
Also, if I launch the game with -s4 (Damn I’m Good, respawning enemies), then it doesn’t change the difficulty (in terms of enemies/objects placement) but enemies WILL respawn.

52Backend / CoreBug ReportVery LowLowMap shade preview does not restore pal/shade when disab...Unconfirmed
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Task Description

no task description

51Backend / CoreFeature RequestVery LowLowThe ability to define/undefine adult mode tilesUnconfirmed
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Task Description

From the looks of the source, this was intended to be changed at some point:

// XXX: this fucking sucks and needs to be replaced with a SFLAG
static int G_CheckAdultTile(int tileNum)

I have some x-rated tiles in my mod that I wish to define as adult mode tiles. I’m currently doing this with a hacky workaround, which only allows setting adult tiles, and not the other way around... but I’d be nice to be able to set and unset which tiles are considered “adult” natively.

Why the ability to un-set them? Well, if a mod is a completely new game with new tile arrangements, it’s pretty obvious why. Another reason, I want to be able to make Adult mode a toggle for the x-rated content, while keeping everything else intact (like gore).

50Backend / CoreBug ReportVery LowLoweduke32 command line: relative path Unconfirmed
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Task Description

Hello,

when I launch addons with eduke 32, in a command line, I have to specify the full path.

Is it possible to add relative path (the executable is the source).

Thank you for your help.
LGDN.

49Backend / CoreBug ReportVery LowLowSetting effects volume to 56% or less kills certain sou...Unconfirmed
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Task Description

This bug started in revision 3997: http://dukeworld.duke4.net/eduke32/synthesis/old/2013/20130807-3997/ChangeLog.txt

If you set your effects volume to 56% or less, certain sounds refuse to work. Glass breaking, toilet/hydrant water gurgling, breaking glass and bottles, etc... just go completely dead silent.

48Backend / CoreFeature RequestVery LowLowplaymusic CON command. (Different than starttrack)Unconfirmed
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Task Description

Requesting a playmusic function that would accept a song filename instead of a level number, avoiding the need for hackery such as changing the volume number, also to allow setting music that isn’t in normal levels. (Such as for certain scripted events)

Syntax would be as follows: playmusic MYSONG.OGG

Optimally, it should allow specifying paths, like playmusic MUSIC/MYSONG.OGG.

TCs with dynamic music like Starship Troopers could benefit from something like this.

47Backend / CoreFeature RequestVery LowLowPROJECTILE_RIPPER flag for PROJ_WORKSLIKEUnconfirmed
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Task Description

Like suggested here: https://forums.duke4.net/topic/9021-con-coding-help/page__view__findpost__p__266961

I wish for a PROJECTILE_RIPPER flag to make penetrating hitscans (like railguns) and ripping projectiles (projectiles that pass through enemies, doing damage along the way) a possibility.

46Backend / CoreFeature RequestVery LowLowRemove the Episode LimitUnconfirmed
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Task Description

7 Episodes seems to be a rather arbitrary limit to the number of allowed episodes...

I suggest raising it to 255/removing the limit. Also, for the singleplayer episode select screen, just add a “next page” option, or allow the page to scroll if there’s too many episodes to fit the menu.

45Backend / CoreBug ReportVery LowMediumController issues, againUnconfirmed
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Task Description

Several issues with controllers:

- Double tap commands set by default cannot be unbound, even by editing the file settings with a text editor. This is a bug I noticed in 2010 AFAIK and that is still occurring in 2016!
- With an Xbox 360 controller, Axis 3 and 4 are respectively bound to Axis 0 and 1, meaning that two commands are bound to the same analog stick. Also, setting a correct sensitivity in order to not to have Duke spinning as hell is nearly impossible.

44Backend / CoreFeature RequestVery LowLow"actorsound" CON functionUnconfirmed
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Task Description

Right now, EDuke32 has stopactorsound, and ifactorsound, but no actorsound function. I can think of many scenarios where it would not only be nice to stop other actors from playing sounds/check if they are playing a sound, but also make other actors start playing sounds.

This could be used to make Duke Talk play from the attacking player (without the need of flimsy, ugly hacks), instead of globally. It can also be used to make an enemy that uses a psychic attack that makes the target emit a high-pitched sound before causing it to explode, scanners-style. Or, it could be used to make items that cause the player picking it up to make a sound that’s audible to other players.

42Backend / CoreBug ReportVery LowVery Low"Duke Talk" Sound block should be per-actor, not global...Unconfirmed
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Task Description

Sounds with the Duke Talk bit enabled have a bit of code that blocks another Duke Talk sound from playing if any Duke Talk is already playing. This is normal, but there’s a bit of a bug/oversight with it. With the way it is now, in Multiplayer, only one player can play pain or death sounds at a time. If someone is being damaged, it’ll block other players from making noise. Same can happen in singleplayer if you have useractor that uses Duke Talk. What I suggest, is adding an additional check so it blocks on a per-actor basis, so only one sound can play per actor, and not one sound globally. This check wouldn’t apply if GlobalSound is being used, however, for obvious reasons.

41Backend / CoreBug ReportVery LowHighPlayer gibs on spawn, even in fake multiplayerUnconfirmed
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Task Description

This is a known bug, but I think I may know why it’s happening.

In fake MP (either with bots or not) players (usually the first player and one other) will end up gibbing on spawn. I’ve noticed that sometimes you’ll end up seeing your view move on it’s own, as if you’re being “controlled” by another player. I’m wonder if this long-standing bug might be because two players are trying to occupy the same body and are sharing input, or at least being tied to the same spawn, thus the weird “being taken control of” bug and the telefragging on spawn.

I’ve also noticed that the first player doesn’t spawn in the initial spawn point (brown arrow in mapster32) at the start of a map like they are normally supposed to either.

I know the multiplayer is far from complete, but I hope this could at least be looked at in the interim so I can at least play some botmatches.

40Backend / CoreBug ReportVery LowLowMenu/Interface GlitchAssigned
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Task Description

EDuke menu captions doesn’t support non-latin symbols (because font is a pile of tiles representing only latin symbols, digits and some punctuation marks). If I go under “User Map” menu section, browse file system with internal file explorer and find a folder/file with non-latin symbols in its name, I get a glitch (wrong tile in place of non-latin symbol), because of an incorrect offset. I attach a screenshot of this glitch.

38Backend / CoreBug ReportVery LowVery LowHardcoded actor bugUnconfirmed
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Task Description

Hrdcoded SLIMER actor bugged behaviour: When you shoot FREEZEBLAST at SLIMER, it freezes, but actors_killed variable increments at the same time. Thus you can increase actors_killed value by freezing/thawing SLIMER over and over.
Suggestion/Solution:
actor.c: line 4336 should be moved after “if” statement at line 4341 (don’t increment actors_killed if slimer was freezed);
actor.c: line 4336 should be copied right after the line 4215 (increment actors_killed if frozen slimer is shattered);

36Backend / CoreBug ReportVery LowMediumTROR editing camera jumpingUnconfirmed
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Task Description

When editing some walls in mapster, such as inserting new points or dragging points around, this often causes the camera to jump vertically. This usually has an effect on the vertical editing zone that you’ve created by pressing ctrl-r while a sector is highlighted, causing everything to become greyed out which slows down mapping. It’s also annoying to have to return to the room you’re working on in 3D mode after a jump. Obviously this happens in areas where you have sectors stacked on top of each other.

34Backend / CoreBug ReportVery LowLowaddons folderUnconfirmed
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Task Description

Hello,

actually I have two way to launch addons with eduke 32:

1) put all fikes (grp and maps) into the eduke32 main folder or in the config folder.
2) launch eduke32 with -j /full_path_to_folder_with_grp

Could you add another cleaner way please?

Like this one:

Eduke could search for an /addons folder located in his main folder (executable folder) or in his config folder (/home/username/.eduke32 for linux).

32Backend / CoreBug ReportVery LowCriticalr4897 introduces startup crash on some architecturesUnconfirmed
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Task Description

I have been using r5485 32 bit for some time on a modern laptop (i7, 12GB, Intel HD 4.3.0 / GTX 850) for some time. Copied EDuke32 installation to my backup laptop (i3, 4GB, very basic Intel graphics) and it crashes on startup. I get some OpenGL feature-not-present warnings, as expected for a machine of this age/class, but wasn’t expecting it to crash.

Bisected timeline using debug builds, change was introduced in r4897; previous build works fine. Tested with out-of-the-box install, no HRP, no addons, no settings changes. Extract, copy in atomic duke3d.grp, run eduke32, click start button in startup dialog making no settings changes whatever.

Crash log, CPU-Z and MSINFO32 reports attached.

30Backend / CoreBug ReportVery LowLowWindow size limitUnconfirmed
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Task Description

My monitor’s native resolution is 2560×1600. Fullscreen works perfectly fine, but the highest windowed resolution I can set is 1920×1440.

Manually changing the config doesn’t work. What does work is starting the game in fullscreen, then pressing Alt+Enter, resulting in a borderless fullscreen window.

29Backend / CoreBug ReportVery LowCriticalMac version Keeps CrashingUnconfirmed
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Task Description

Dear EDuke32 Support,

I seem to have trouble playing EDuke32 on my MacBook Pro. I have the official GOG version and playing it by itself is okay but when I use EDuke32 the game would crash. This seems to only happen when I play the game the second time. The game screen turns black, my Mac makes this buzzing sound and nothing happens. I had no choice but to press the power button to restart my Mac.

The following are the details of my Mac (also attached is my System Report for your perusal):

OS X El Capitan (v 10.11.6)
MacBook Pro (15-inch, Late 2011)
Processor: 2.2 GHz Intel Core i7
Memory: 8 GB 1600 MHz DDR3
Startup Disk: Macintosh HD
Graphics: AMD Radeon HD 6750M 512 MB

Several things I tried doing to solve the problem:

  1. I followed the EDuke32 wiki page and copied the DUKE.RTS and DUKE3D.GRP files (which I got from the PC version of Duke3D GOG) into the [Application Support –> EDuke32 folder]. It works but again it crashes on the second playthrough.
  2. I copied the EDuke32 app into the Duke 3D GOG app (Duke Nukem 3D.app –> Show Package Contents –> Contents –> Resources) and once again, it only works on the first playthrough.

I used the OS X Lion version of EDuke32 (eduke32_osx-sdl2_lion_svn5811.dmg | The Jul 12 2016 version) to play the game. What am I doing wrong? Or is there an actual bug on the Mac version?

Appreciate if anyone can help identify the problem and provide a solution to it.

Hope to hear from you promptly.

Sincerely,
KrisFrosz133

27Backend / CoreBug ReportVery LowLow64-bit version doesn't use the system MIDI deviceUnconfirmed
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Task Description

Windows 8.1 x64. The default MIDI device is loopMidi.
Works fine with 32-bit EDuke32 and other applications like DosBox, but the 64-bit EDuke32 uses some primitive synthesizer instead. loopMidi shows zero throughput.

25Backend / CoreBug ReportVery LowMediumMissing World Geometry Using Polymer RendererUnconfirmed
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Task Description

In some levels with the Polymer renderer being used, world geometry will not be drawn, with the sky showing through these openings. It has a tendency to happen on certain maps, but can also happen completely at random. I took the screenshots from the first level of NAM because it is basically right in front of you when you start and happens every single time. I have also encountered situations where geometry that was present will not be present when a level is saved and loaded.

24Backend / CoreBug ReportHighHighPerfect Ornamented SpritesResearching
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Task Description

Hardware accelerated renderers need wall-aligned and floor-aligned sprites to get ornamented to surfaces with no clipping or performance regressions.

22Backend / CoreBug ReportVery LowMediumTexture rendering issue with PolymerUnconfirmed
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Task Description

I’m noticing some textures being clipped when looked at from certain angles. There’s a good example of this in Hollywood Holocaust with the Sister Act II poster with in the theater with the lights on. Whenever I look around the area from a certain angle, the poster would get cut off in weird ways.

20Backend / CoreBug ReportVery LowHighWarping in overlapping sectorsUnconfirmed
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Task Description

Something that’s become a rather large problem as of late are enemies, objects, and even myself, the player, just glitching through overlapping sectors in that fake room-over-room style. This isn’t just an effect on fan-maps; official maps such as L.A. Rumble and especially Tier Drops and Lunatic Fringe (in the case of the latter it being the difference between you escaping with your life and then being teleported right back into danger to be perforated by a Battlelord) suffer from it as well.

17Backend / CoreBug ReportVery LowLowSprite Layering IssueUnconfirmed
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Task Description

Object sprites have a strong tendency to be rendered behind special objects and in front of level geometry.

11Backend / CoreFeature RequestVery LowLow.FBX file supportDeferred
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Task Description

This is a request for the fbx model format to be supported along side md3s.

This format has way more features such as skeletal animations and is more easily created by most 3D applications.

I believe supporting a more popular file format will encourage others to contribute to projects.

10Backend / CoreBug ReportVery LowLowSpecular maps affected too directly by scene lightingUnconfirmed
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Task Description

As per the summary specular maps are too heavily effected by the scene lighting which results in an almost pearlescent paint effect.

9Backend / CoreBug ReportVery LowLowLevitating SpritesUnconfirmed
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Task Description

I’ve noticed certain sprites (it appears to be random) will appear at a level significantly higher than where they’re supposed to be. Attached is a picture of a fire floating freely through the air. I have observed enemy sprites do this as well. I’m not sure where their collision box is.

This is so far in the software render. Untested with graphic acceleration.

8Backend / CoreBug ReportVery LowMediumView clipping glitchUnconfirmed
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Task Description

I notice at certain points in certain levels active sprites will disappear and you can see through walls. Attached are a series of screenshots showing the precise location I was able to intentionally make this happen in E2L4. Standing on the edge of the bridge object, which is embedded within the geometry a little bit, seems to be a repeatable way to get this reaction. I have, however, triggered it unintentionally far more but because it happens for but an instant I am unable to screencap fast enough.

I wasn’t sure if this was related to the other sprite issues, but I saw no mention of the clipping so I reported this by itself.

5Backend / CoreBug ReportVery LowLowSprites disappearing/acting weird in Polymost rendererAssigned
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Task Description

https://forums.duke4.net/topic/8188-switch-flickeringdisappearing-in-spaceport-polymost/page__view__findpost__p__232761

https://youtu.be/JTShurhZMxI

Yeah... I recorded those bugs in action, with r5628...map is RED2 (2014 remake) again. :P

Missing alphabet sprites(the WC “sign” just disappeared so I forgot that’s a goddamn WC room when I play the new version of map), and gaps on the both sides of security camera “box”......

Classic renderer just fine...
https://youtu.be/vBqm0NvjdBw

It seems many maps with sprites may have such issues...and sometimes will randomly happens after played some levels in eduke32 about half-hour and more.

4Backend / CoreBug ReportVery LowHighController IssuesUnconfirmed
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Task Description

Using a gamepad results in odd behavior. There is always a tilt to Duke’s movements, or to put it another way there is no zero. Changing the sensitivity offsets this, but the sensitivity also reveals how out of balance it is. at 26% and below it leans to the left, and at 27% and above it leans to the right. It also appears to completely ignore the existence of the second stick, using it as four buttons rather than...well, a stick. Oddly, it still shows up as an axis in the joystick settings, though modifying it does nothing.

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