B23 Bugs, report the minor annoying things here.
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: B23 Bugs, report the minor annoying things here.
ccjav wrote: basically this happens whenever cortex crashes (anytime you dont hit "exit"), just end the process and deal with it... its been bugging me since like, build 17. Plus, its not a big deal, but i guess it should be looked at... its apparently an SDL error, and is on the list of things data is looking at fixing.
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Fri May 22, 2009 5:00 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: B23 Bugs, report the minor annoying things here.
Geti wrote: ccjav wrote: basically this happens whenever cortex crashes (anytime you dont hit "exit"), just end the process and deal with it... its been bugging me since like, build 17. Plus, its not a big deal, but i guess it should be looked at... its apparently an SDL error, and is on the list of things data is looking at fixing. Not build 17. As long as I've had CC (build 13 I think) it's done it. It used to be worse with old cortex command, every time you closed it properly it left the process running, not just when it crashes like the last few builds. this and the whole 'WHAT GRAPHICS CARD?' business is making me look at Data's programming and go SLACK.
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Fri May 22, 2009 1:41 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: B23 Bugs, report the minor annoying things here.
Yeah, except the process hangups vary with different computers.
I've never had it, ever, on at least five different machines I've played on.
Also, Geti, CC doesn't use SDL.
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Fri May 22, 2009 2:25 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: B23 Bugs, report the minor annoying things here.
data's todo list wrote: Fix zombieing of the CC exe when crash.. probably sdl mixer thread not closing oh, also, bug: when terrain settles on top of doors it's given the "air" material, resulting in rubble you can fall through and whatever else.
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Sat May 23, 2009 2:06 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: B23 Bugs, report the minor annoying things here.
Before, I was able to hit "ESC" to skip the intro cutscene and go straight to the menu. I tried it the first time I started up B23 and it did nothing, so I hit ESC again, and it just exited out of Cortex Command entirely The intro is very well done, but after a few minutes of text files loading and compiling, I really don't want to wait any more to play.
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Sat May 23, 2009 2:31 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: B23 Bugs, report the minor annoying things here.
Spacebar.
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Sat May 23, 2009 2:44 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: B23 Bugs, report the minor annoying things here.
Huh, really, whitty? That's odd. I'll go try that later. Don't see any reason for it @_@
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Sat May 23, 2009 3:14 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: B23 Bugs, report the minor annoying things here.
Ragdollmaster wrote: Huh, really, whitty? That's odd. I'll go try that later. Don't see any reason for it @_@ What are you talking about? Pressing just about any key will skip it, why you chose the one that usually exits the program anyway instead of one like enter which almost every single program uses I don't know.
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Sat May 23, 2009 9:03 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: B23 Bugs, report the minor annoying things here.
metal chao wrote: Ragdollmaster wrote: Huh, really, whitty? That's odd. I'll go try that later. Don't see any reason for it @_@ What are you talking about? Pressing just about any key will skip it, why you chose the one that usually exits the program anyway instead of one like enter which almost every single program uses I don't know. Because in a lot of other games with cinematic intros, Esc + LMB = Skip. And ESC sometimes does no more than minimizing a game, Alt+F4 is the proper shortcut for closing anything.
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Sun May 24, 2009 2:05 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: B23 Bugs, report the minor annoying things here.
the explosion smoke small spriteoffset is off. should be (-4, -4) not (-10, -10) just nitpicking.
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Sun May 24, 2009 11:07 am |
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Hatsen
Joined: Fri Feb 06, 2009 5:17 pm Posts: 4 Location: Kolding, Denmark
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Re: B23 Bugs, report the minor annoying things here.
You should fix the gold digging-mode, it's like it has been bugged since version 22.
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Thu May 28, 2009 1:15 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: B23 Bugs, report the minor annoying things here.
Hatsen wrote: You should fix the gold digging-mode, it's like it has been bugged since version 22. Was it better before, or non-existent? Also, it's such a bother repathing things for mods, I was wondering if there is going to be a standard for how things are organized soon. The empty Whitebots folder makes me optimistic about this endeavor. If there really isn't any vanilla Whitebot (hah, vanilla, white...) content anywhere, save the rocket and the laserstuffs, then it would seem as if the folder was created as a start to creating a consistent setup. Is there something about game development that I don't understand which makes planning ahead for this kind of thing unpractical?
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Thu May 28, 2009 2:40 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: B23 Bugs, report the minor annoying things here.
Rawtoast wrote: Was it better before, or non-existent? Was working in Build 18.
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Thu May 28, 2009 2:44 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: B23 Bugs, report the minor annoying things here.
Rawtoast the folder was created on the SVN server maintained by developers but Data grabbed all of it and packed it into a downloadable file to release at PAX.
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Thu May 28, 2009 2:57 pm |
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firecrystal
Joined: Thu Dec 28, 2006 12:47 am Posts: 40
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Re: B23 Bugs, report the minor annoying things here.
Though I've had fun fighting skirmishes, I think the AI of both friendly and enemy forces could use work, especially when it comes to actually paying attention to other units in their line of fire or in their walk path. As of now, units trample and shoot eachother, more often than not killing themselves before they even get to the first base wall. Their compulsion to shoot doors which are not on the path to the brain may lead to many problems as well, although someone could probably work it into a creative AI trap... Speaking of pathing to the brain, it seems a little.... off somehow...
Last edited by firecrystal on Mon Jun 15, 2009 5:18 pm, edited 1 time in total.
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Thu May 28, 2009 5:53 pm |
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