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Liquid Metal King Slime
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A request for a little help (bug list cleanup) 
 PostMon Jun 11, 2012 8:43 pm
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Would anybody like to help me clean up the bug list? There are a ton of old bugs in there that I think are already fixed, and they need to be re-tested to make sure.

All Non-Feature-Request Bugs that Haven't Been Changed In More Than 90 Days

I would appreciate it very much if anybody is willing to re-test any of these bugs, and see if they still happen. Even if you only have time to test one or two bugs, with a group of people helping, we could make quick work of the whole list.

You can post the results of your testing directly on the bug, or here in this thread, whichever one is easier.
Metal King Slime
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 PostTue Jun 12, 2012 4:58 am
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Testing using wip 20120522 gfx_sdl+fb music_sdl
Os: Xubuntu 12.04 64-bit

Bug 202 - Linux: Fullscreen gfx_fb backend causes X to get confused.
Didn't notice any problems. I went to fullscreen and back, everything worked fine.

Bug 459 - corrupt Level-up messages
I couldn't reproduce this bug. I set one of my party members to have very low HP, and then let him die in battle. The enemy was set to provide around 30k exp and my remaining hero was set to level 99. After killing the enemy, I received a message that I had received said 30k exp, but I didn't get any message that the dead party member had leveled up. Checking the dead party member's stats screen later, he seemed to be the same as before the battle, no changes at all.

Bug 531 - Textbox appears below menus that called it up
Still happens for me. Normally, my conversation menus are at the top of the screen, and the text boxes are at the bottom, so I never noticed this before. I repositioned the menu to the bottom of the screen and tried this out. The text boxes do appear below the menus. I haven't done any reordering of the order of the slices, everything is at its default when generated.

Bug 807 - OGG played slowly if sample rate is not 44100 Hz
I created an OGG in Audacity, set it to 48000 Hz. The file imported fine, but it does indeed play with a low pitch. It doesn't play very slowly though. The speed at which it plays seems to be relatively the same, but the pitch does down. It's also the same with MP3s.

Bug 918 - Graphics anomalies when quitting to the title screen and then loading a game
Tried to get the graphics anomalies to show up, didn't see any. Also tried quitting to the title screen after fighting a battle, but everything seemed to work fine once I loaded up a game.

Bug 957 - Can't import palettes from 16 colour bmps with colour space information
Yes, still the case. I was puzzled by this at first, right after upgrading to GIMP 2.8, but was able to figure out that I needed the "Do not blah blah" option selected. And I can confirm, yes, it doesn't seem to affect 256 color bmps.



I'll try and test a few more throughout the week as time permits.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Slime Knight
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 PostTue Jun 12, 2012 6:57 am
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Bug 469:If he's referring to the MIDI files always pausing a second before looping to the beginning, then yes, OHR still does that, at least on Win 7.
Liquid Metal King Slime
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 PostTue Jun 12, 2012 4:37 pm
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Thanks for the testing! :)
Metal King Slime
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 PostWed Jun 13, 2012 11:03 am
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I was going to go through the list and prune it down to just the ones that need testing. But there are too many, so instead here's a list of bugs that DON'T need testing, in most cases because I know that they're still present (I just tested quite a few myself).

14 (Well... it would be nice to know about more places where negative valued stats act strangly)
36
134
247
280
419
430 (We need to decide whether to close this)
434
469 (tested by jcenterprises)
550 (Related to 430)
562
564
617
656
679
697
699
706
724
743 (Whether or not stat caps are respected (which I don't know), stats on equipping are broken anyway. Fix planned)
763
777
800
821
839
844
857
872
901
908

And here are a few bugs that I especially WOULD like people to test:

31 (James, did you fix this?)
87
177
327
340
405
470 (Play all the way through Missing without crashes ;)
571 (especially you, OOIA!)
663 (James, any recollection of this?)
733
750
785 (If you previously had this problem with the OHR on the computer/keyboard you are using)

I hope I didn't typo any of the bug numbers!

EDIT: Oh dear. I hope that no bugs that we would have liked to have tested dropped off the list because James or I commented on them.
Metal King Slime
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 PostWed Jun 13, 2012 11:21 am
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Most of the ones you want tested are for windows, so unfortunately I won't be able to test those V

I've just tested Bug 87 - Hero stuck on Attack B frame on attacking dead recorded enemy though, and my sprites don't get stuck. In fact, the character doesn't even go to the chained attack at all.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostWed Jun 13, 2012 11:55 am
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Thanks!

Of the bugs I singled out, only 785 is related to platform-specific behaviour, and I would love to have people using Linux and OSX to also respond to that one. Please ignore the 'Platform' and 'OS' fields of each bug; they're automatically set to the OS of the person filing the bug, so they are nearly always too specific.
Liquid Metal King Slime
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 PostWed Jun 13, 2012 3:29 pm
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bug 430: I re-read this whole bug. I had completely forgotten about it. If I understand correctly, you fixed the wantimmediate bug but I complained because that fix exposed some minor bugs in my scripts in Wandering Hamster. I said I wanted to remove the fix, but never got around to it, and all versions since Werewaffle have had the fix. I requested a bitset to disable the fix, but you never did it and I forgot about it, aand I fixed my Wander bugs and now I don't care about a bitset to disable the fix, and nobody else has complained about it in 3 years, so my fears were unfounded. I think we should just close the bug, and I apologize for making it into a bigger deal than it needed to be :) We can open a separate bug for the idea of removing the wait from teleporttomap

bug 31: I don't remember specifically fixing that one, but I don't remember seeing it in ages, and I have done a fair bit of battle cleanup since 2007.

bug 470: This makes me want to add mouse recording support to the .ohrkey format

bug 663: I feel like I must have fixed this one. In comments 3 and 4 I am not sure what I am talking about regarding a portion of the bug that isn't fixed.
Metal King Slime
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 PostWed Jun 13, 2012 6:50 pm
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Tested Using wip 20120611 directx/sdl on Windows Vista

Bug 22: Seems to behave as reported. (Step-On NPCs only activate when you step on them, not vice versa, with some trickiness if the NPC is moving)

Bug 743: Still misbehaving as reported. (Equipment with bonuses that exceed the stat cap will give you negative stats when you unequip them)
EDIT: It would figure that'd be one of the ones that didn't need tested

Bug 552: *SEEMS* fixed. Attempting to import an MP3 converts the mp3 to ogg, which seems to bypass the issue. The resulting sound effect/song can be deleted normally.

Bug 177: Didn't have any problems with airships (Which always were above the other npcs), but speeders set to go through NPCs seemed to be somewhat unpredictable as to whether they'd be over or under. The direction you're travelling in seems to be a factor, and *maybe* when the NPC was placed relative to when the vehicle was placed. Haven't even tried it on a moving NPC yet. Okay, there's something weird going on with directions here. Turn on the vehicle bitset that shows the hero. Then, get in a vehicle. If your last vertical movement was to the north, the hero is drawn over the vehicle. If your last vertical movement was to the south, the hero is drawn under the vechicle. Something like that also seems to happen when a speeder or an airship with low altitude is on the same tile as another npc. I think this is what the bug is talking about and it's definitely kind of weird.
Metal King Slime
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 PostThu Jun 14, 2012 12:29 pm
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Thanks. I closed bug 552. The way heores and NPCs are drawn has completely changed since bug 177 was filed (now using slices), so it's great to know what the new graphical problems are. It's caused by the ordering of two Y-ordered slices not being changed from whatever they were last tick if they have the same Y value.

Re James:

bug 430: Yeah, there's no reason not to close this, since bug 550 is the bug concerned with the side effects of fixing it. :P I'd still to re-enable the old behaviour automatically in old games.

bug 470: If I don't beat you to it! Actually, I want to go much further: I want to log the results of all non-deterministic script commands called (eg. "system hour"), and use the log for a play-and-rewind feature (for scripts too).
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