Biggest "bug"
#141
Posted 14 March 2011 - 08:49 PM
#142
Posted 14 March 2011 - 08:50 PM
PS: You may remove this text and write "[CUT - Feature request]", or whatever you find more pleasing.
#143
Posted 14 March 2011 - 09:17 PM
I've started a topic in the community forum:
http://gmc.yoyogames.com/index.php?showtopic=502491&pid=3716666&st=0&#entry3716666
I'm hoping that people could post their bug requests there, and we can work on the legit claims, and get a working example/demonstation up for you, which we'll then post here. We'll try avoid sending grumblings, feature requests, and/or vague bug reports.
I hope this idea suits you, if it doesn't, feel free to remove this post, and that topic I just started.
Thanks for your time mate,
~DD
Edited by Desert Dog, 14 March 2011 - 09:18 PM.
#144
Posted 14 March 2011 - 09:23 PM
Very well my red named friend. I will stop bothering you with GM critiques.
At some point I will ask for "suggestions", but I was quite clear this isn't the time for it. One day.... but not today.
#145
Posted 15 March 2011 - 12:13 AM
#146
Posted 15 March 2011 - 07:47 AM
If the image_xscale of an instance is zero during any drawing step, the game will crash. In previous versions of Game Maker, the game would flow on as normal, but the particular instance would be impossible to collide with and would of course not be visible on the screen. I suspect this bug has to do with rewriting drawing routines to make Game Maker draw PNGs instead of BMPs, or perhaps with the new collision mask system.
While it's generally a bad idea to let instances have an image_xscale of zero, having the game crash when you do doesn't feel like the best way of encouraging people to learn better coding habits.
I assume the bug also appears when image_yscale is zero, and when you use a draw_sprite_ext(), draw_sprite_part_ext() or draw_sprite_general() function call with one of the scale arguments being zero, but I haven't tested these.
#147
Posted 15 March 2011 - 08:21 AM
#148
Posted 15 March 2011 - 10:00 AM
#149
Posted 15 March 2011 - 11:00 AM
@Yal: Tried... didn't crash. If you can provide a simple GMK, I'll try and look at it.
Never mind, it seems like I've been wrong. It was in the 21th post of the topic, and the reason the freeze happens is not what I thought.
As for the bug in this post, I might be able to shed some light. It's a lot more probable to have the Sprite Editor crash if you close it down quickly after entering it (either from closing the Image Editor, or by opening the Sprite Editor from the Sprite Form). It also crashes a lot more often in Lite than in Pro, while I had Lite it would crash on a regular basis, but since I've gotten Pro it has only crashed once.
Edited by Yal, 15 March 2011 - 11:00 AM.
#150
Posted 15 March 2011 - 11:44 AM
#151
Posted 15 March 2011 - 03:24 PM
That might be either the code highlighting or the syntax checking working to catch up to the part of the code shown in the window as your scroll. Try disabling syntax checking, then try disabling code highlighting, then try disabling both. See if any of that makes a difference.When you scroll up/down really fast and then hit the top/bottom, the code window freezes for a second. The longer the script is, the longer is the freeze (about a second or two on 500 line scripts). Not sure if this is a problem to anyone else, but it can get really annoying.
-IMP
#152
Posted 15 March 2011 - 09:17 PM
if i comment out the "d3d_model_draw(oPlayer.mPlayer,ax,ay,az,-1)" then i can see the primitive lines in the world. if i draw the model i can't. why does it matter? the only reason i'm drawing this way is because i'm debugging. normally i would put all the lines in a model and display that.
d3d_primitive_begin(pr_linelist)
for(i=0;i<ds_list_size(listNodes);i+=1)
{
node=ds_list_find_value(listNodes,i)
ax=ds_list_find_value(node,X)*mapScalex+ mapScalex/2
ay=ds_list_find_value(node,Y)*mapScaley+ mapScaley/2
az=ds_list_find_value(node,Z)*mapScalez+ mapScalez/2
neighbors=ds_list_find_value(node,N)
d3d_model_draw(oPlayer.mPlayer,ax,ay,az,-1)
for(j=0;j<ds_list_size(neighbors);j+=1)
{
neighbor=ds_list_find_value(neighbors,j)
bx=ds_list_find_value(neighbor,X)*mapScalex+ mapScalex/2
by=ds_list_find_value(neighbor,Y)*mapScaley+ mapScaley/2
bz=ds_list_find_value(neighbor,Z)*mapScalez+ mapScalez/2
bx=ax+(bx-ax)*.4
by=ay+(by-ay)*.4
bz=az+(bz-az)*.4
d3d_vertex(ax,ay,az)
d3d_vertex(bx,by,bz)
}
}
d3d_primitive_end()
Edited by slayer 64, 15 March 2011 - 09:18 PM.
#153
Posted 15 March 2011 - 10:36 PM
why does it matter?
Because models draw primitives. Would you expect to be able to draw a triangle primitive 'inside' of a line primitive? While this may not seem obvious, it definitely seems like intended behavior to me.
#154
Posted 15 March 2011 - 11:56 PM
why does it matter?
The model functions are just shortcuts for drawing groups of primitives. d3d_model_draw() probably just loops through the model data and calls the d3d_primitive functions. Very inefficient, I know, but it's probably too hard to fix at this point.
Edited by amd42, 16 March 2011 - 02:17 AM.
#155
Posted 16 March 2011 - 05:29 AM
(has been addressed in the C++ runner...)
[My bad, I considered it a bug because it caused the game to perform contrary to how it would on other systems]
Edited by Camman, 16 March 2011 - 04:42 PM.
#156
Posted 16 March 2011 - 06:54 AM
The thing I hate the most is how game take forever to load (at least on Windows 7 (64 Bit)). When games load, they stall at around 80% (in debug mode it says something about loading sounds even though I don't have any included sometimes). It is quite annoying and eats away at time I could be spending doing other stuff.
That is my only gripe
read up and +1 me
#157
Posted 16 March 2011 - 08:23 AM
#158
Posted 16 March 2011 - 08:31 AM
Tried this... I don't see it. The editor has been sped up ever so slightly, so it might be gone. I tried with a 3000 line source file. It was fine. You'll have to wait and see I guess...When you scroll up/down really fast and then hit the top/bottom, the code window freezes for a second. The longer the script is, the longer is the freeze (about a second or two on 500 line scripts). Not sure if this is a problem to anyone else, but it can get really annoying.
#159
Posted 16 March 2011 - 12:25 PM
http://gmc.yoyogames...dpost&p=3712786
I'd at least like to know what the status of it would be, or if you need any additional information - even though there is a link to the bug report in the tracker, with example source code. It is of considerable impact on games that use bounding box collisions in mirrored sprites.
Edited by Smarty, 16 March 2011 - 12:26 PM.
#160
Posted 16 March 2011 - 05:04 PM
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