Biggest "bug"
#1
Posted 07 March 2011 - 09:01 PM
If you agree with a bug, then please +1 it, don't post it again.
I'm not guaranteeing to fix it, but I will look to see if it can be fixed it in a reasonable amount of time. This is NOT a feature request discussion, but things that are obviously bugs.
Try not to "discuss" them please, there's plenty of other places you can do that, just list them and give a small reason. If you have opened a BUG for it in our bug tracker, then post the link if you can. Any complex bugs must have a sample GMK.
Thanks - and please be gentle with me...
Fixed:
Undo in Text Editor.
Error in reading real numbers from text files
Fixed bug 0000536: mp_grid_add_cell is bugged. Also fixed same issue in mp_grid_clear_cell is bugged
Fixed bug 0000597: Overly large images were not being clamped correctly and were causing corruption.
Fixed bug 0000255: Replacing code at the start of the line. cursor column was going negative.
Fixed bug 0000580: If you use sprite_create_from_surface on a blank surface...blah
Single pixel lines at the left of the screen now draw.
Adding Extensions with UAE active causes errors.
Won't be fixed:
View port scaling.
Anything Audio
graphics tearing.
Modal Code dialog.
Anything to do with GML "syntax"
Object collisions on "fast" objects.
Error messages (I'd like to address quickly in a later update)
Might get addressed/looked at in some way.
Font rendering
Code window size on opening.
file_*_open functions should return an error. (I do consider this a bug)
instance_destroy() in the destroy event.
floor(1000000000000.5)
ceil(1000000000000.5)
Stuff mentioned that I've added anyway.
CTRL-F now searches in the code editor.
Escape cancels "Code completion"
You can now switch code completion on/off inside the code editor.
Code editor rendering has been sped up a little - I think.
#2
Posted 07 March 2011 - 09:08 PM
That's the only bug I'm aware of.
Edited by orange08, 07 March 2011 - 09:09 PM.
#3
Posted 07 March 2011 - 09:09 PM
Here's the topic describing it.
Here's the bug tracker entry
It has also been reported on the YYG bug tracker, but I'm not sure that really gets looked at anymore.
I know you said only 1, but there's one more small one.
Script editor undo bug
Edited by Dark Matter, 07 March 2011 - 09:47 PM.
#4
Posted 07 March 2011 - 09:11 PM
#5
Posted 07 March 2011 - 09:11 PM
#6
Posted 07 March 2011 - 09:12 PM
#7
Posted 07 March 2011 - 09:39 PM
#8
Posted 07 March 2011 - 09:42 PM
file_text_read_real() bugs (Game Maker 8.0 only)
The bug report was made for 1 bug, but there are actually 2 bugs:
1. file_text_read_real() skipping zeros.
2. file_text_read_real() not going to next line in the file when reaching the end of the line as seen in previous Game Maker versions. This was undocumented and it breaks compatibility, so it's clearly a bug.
DRM is a big bug, but not a GM bug.
Edited by Big J, 12 March 2011 - 11:15 AM.
#9
Posted 07 March 2011 - 09:50 PM
I'm thinking that it's per post so you can take advantage of the reputation as a bug priority, but will accept on bug per person, if that's what you really meant.
I'd also suggest people not +1 right away, all that will do is skew the +1's to the bugs that are posted first making skewing the reputaion towards bugs that are reported first, not bugs that are more important.
Edited by NakedPaulToast, 07 March 2011 - 10:03 PM.
#10
Posted 07 March 2011 - 10:05 PM
Don't worry so much about the +1s, it's mainly so I can see if there's a few folk affected. I'm not deciding on a bug because its +10 and another is +1. if the +1 is simple, it'll get fixed. if the +10 is a nightmare - it won't for now.
Had a look a the surface bug... I think its a remnant from GM7, when the surface is grabbed it checks to see if ALL alpha is 0, if it is... it makes it 255. This helps newbies who don't know much about alpha, and as it's historical can't be changed... What I might do is..err.. cheat. The option to remove back is a true/false (or 0 and 1), but I might let you put in a 2
It's kinda overloading the original function, but I have to preserve the original behaviour as other games will break. But this should be fine. I'll see what I can do.... depends how much of the runner it touches.
Script editor undo bug has already been fixed.
I think the file_text_read_real() bug has also been fixed already.
The code box is annoying, and it's not a bug - it's by design. I've yet to look to see if I can "undo" that design.
Saying an error "Random error messages that starts appearing sometimes whenever you move the cursor or click" doesn't help... I'd need an example, screen shots, a walk through.... Or it won't get fixed.
#11
Posted 07 March 2011 - 10:16 PM
#12
Posted 07 March 2011 - 10:22 PM
This, I have lost good work do to this bug, please fix it.I hate it when the GM8 sprite editor freezes on me when I try to leave it and save the sprite. (Happened several times now)
That's the only bug I'm aware of.
#13
Posted 07 March 2011 - 10:25 PM
I know noone cares about this bug but it's easy to fix so :p
By the way:
List of known game maker bugs
Edited by flexaplex, 07 March 2011 - 10:35 PM.
#14
Posted 07 March 2011 - 10:30 PM
-IMP
#15
Posted 07 March 2011 - 10:30 PM
my 'Bug':
There is no function to check if a file is open for reading/writing and you get an error if the file is open in another programme as that makes it skip the opening of the file...
#16
Posted 07 March 2011 - 10:33 PM
Was fixed for GM8.I don't remember if this was fixed in GM8 or not (and at the moment I don't have access to GM to check it), but I remember a bug where using draw_line_width_color to draw a 0-length line crashed the game completely. draw_line_width worked fine, as did draw_line_color, but not draw_line_width_color. Obviously, it's simple to work around (check if the length is 0 and don't draw it), but it's still a simple but fatal bug that shouldn't be there.
-IMP![]()
#17
Posted 07 March 2011 - 10:52 PM
In 8.1, Set the removeback parameter to 2 rather than true/false or 0/1 to get the new behaviour. This maintains backwards compatibility and allows the surface alpha to be copied correctly.
#18
Posted 07 March 2011 - 10:56 PM
Had to switch to C++ and rewrite the collision system/destructable system for one of my games...
@IMP: that bug was fixed already.
@Doco: not sure if this is really a solution, but you can check the result of the file_open commands: if they're negative gm couldn't open them.
Other bug I saw:
When you "search" for an empty string (in the script editor) gamemaker gives an access violation.
Edited by paul23, 07 March 2011 - 11:02 PM.
#19
Posted 07 March 2011 - 11:10 PM
EDIT: Awesome quick fix for that surface bug--good job, and thank you! $:^ ]
Since you put "bug" in quotes, I'll suggest not a bug per se but something that should be easily fixable: Some areas of the manual are not very clear at all--and on a similar note, some actions in GM use language inconsistent with the manual (and GM's concepts in general). I can mention custom transitions (for which torigara created a wonderful tutorial in which he aptly stated that the manual does document it, but crams way too little information under one condensed function description), but a more important issue is objects and instances. For some reason, I recall earlier manuals trying to describe the difference between abstract "chair" and an actual chair in the room, but I don't see this in the manual now; however, the description could still use a good illustration, like an object being a blueprint for a chair, and an instance being the chair--no matter how many chairs you create or modify or destroy, it doesn't affect the original blueprint, but if you destroy the blueprint, then you can't create any more of those chairs (or of course if you modify it, you build a new, different kind of chair each time). (Using a consistent illustration like that throughout the manual should help remove many questions that get asked, especially for when people use object_add() and object_delete() in completely the wrong manner.)
And little details like this don't help matters:
text in window: If the number of instances is a value
text in tooltip: if number of objects obj_name is Equal to 0
I don't mean to write so much (in light of the thread's rules), but I wanted to express something tangible in relation to the short version: The manual's great for the most part (in my opinion), but it could use some serious editing in a good few places, preferably by a native speaker/writer of the language. And if GM's various action text could be more descriptive and consistent, then more power to ya. $:^ J Hm, I feel that un/documented deprecated functions sticking around version after version are a related issue (in the sense that they also cause many unnecessary confusions/questions asked on the forums), but you may feel that's stretching into multiple issues. $:^ ]
Either way, many regards,
Edited by ParodyKnaveBob, 07 March 2011 - 11:22 PM.
#20
Posted 07 March 2011 - 11:15 PM
Wow, the manual needs an update, I've been using GM for 7 years and I didn't know that...
@mike
I don't think the all alpha = 255 is the problem: I'm fairly sure that pre-multiplied alpha is causing the problem (I have researched this quite a bit because is is exceedingly annoying) - If you can't see why this may be then look at this - it perfectly explains the problem:
http://gmc.yoyogames...pic=474273&st=0
Example gmk: (post 6 in link above )
www.messy-mind.net/temporary/premultiplied.gmk
Edited by Docopoper, 07 March 2011 - 11:26 PM.
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