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Author Topic: M.U.G.E.N 1.0 RC6 Known Issues  (Read 9065 times)

K'style

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M.U.G.E.N 1.0 RC6 Known Issues
« on: December 14, 2009, 12:06:30 pm »

Some bug reporting tips:
- Post each new bug report in a separate thread each.
- Tell us which RC version you are using.
- If this is a new bug, what was the latest version you used where the behavior was correct?
- Explain clearly the steps to reproduce the bug.
- If a CNS bug, post the minimum code needed to repro the issue if possible.
- It helps if you also give a link to the character, stage, etc that exhibits the issue.

If you reported a bug that is not in the list below, and is not addressed, please remind us (with a link to the report) by posting a reply to this thread.

General
-------

- [1.0 RC5] Filenames or directory names cannot contain non-ASCII characters.

- [1.0 RC5] MP3 files with ID3v2 tags don't load

- [1.0 RC5] MP3 files play at the wrong frequency if they are not 44kHz.

- [1.0 RC5] MP3 files may not play if loop is 0

- [1.0 RC5] Some fonts aren't affected by palfx.

- [1.0 RC5] Some background elements are sometimes rendered off by one pixel in a different game resolution compared to the stage resolution.

- [1.0 RC5] Win icons may have inconsistencies in tie and double KO scenarios.

- [1.0 RC5] Alt-Enter fullscreen toggle does not work

- [1.0 RC5] PauseOnDefocus option in mugen.cfg has no effect.

- [1.0 RC5] Numlock key does not work properly after being configured in the options screen.

- [2002] [1.0 RC5] Palfx with invertall=1 causes add/sub transparency BG elements to look wrong.

- [2002] [1.0 RC5] VS Team Advantage option does not have any effect.

Players
-------

- [2002] [1.0 RC5] Explods owned by or binding to a helper that calls DestroySelf may result in
  indeterminate behavior and/or crashes.

- [2002] [1.0 RC5] Helpers used as projectile replacements do not have all the desired
  properties of a projectile.

- [2002] [1.0 RC5] Collision boxes in helpers inherit parent's scale, regardless of own
  scale.

- [2002] [1.0 RC5] Stick-around helpers and explods get removed during intro skip.

- [1.0 RC5] SndPlay freqmul parameter has no effect.

- [1.0 RC5] SndPlay volume parameter's effect caps at a maximum of 100.

- [1.0 RC5] SndPlay loop doesn't work.

- [2002] [1.0 RC5] Hitdef: hittimes end one frame too late if the p2 parameter of
  pausetime is 0.

- [1.0 RC5] Versus match that ends in draw game always shows win quote for P1

- [2002] [1.0 RC5] AngleDraw controller removes .air transparency

- [2002] [1.0 RC5] ModifyExplod controller doesn't work well

- [2002] [1.0 RC5] bindtime=0 on an explod makes it ignore the pos and postype parameter.
  http://elecbyte.com/forum/index.php?topic=452.0

- [1.0 RC5] assertspecial=nomusic does not affect midis

- [1.0 RC5] Creating a lot of explods with ownpal=1 is slow.

- [1.0 RC5] Creating explods or projectiles with ownpal=1 from an sff that has 200 or more palettes is slow.

- [2002] [1.0 RC5] Certain AssertSpecial flags get reset during Pause and SuperPause if the player
  does not have any pausemovetime:
  roundnotover, noko, nokosnd, nokoslow, nomusic, globalnoshadow, timerfreeze,
  nobardisplay, nobg, nofg

- [2002] [1.0 RC5] persistent=0 flag doesn't work in special states (-2, -3, etc)

- [2002] [1.0 RC5] defencemulset doesn't work outside combo;
  documentation incorrectly states multiplier as reciprocal

- [2002] [1.0 RC5] ChangeAnim during hitpause with movecontact=1 to an anim with elem=1 does not draw sprite
  http://elecbyte.com/forum/index.php?topic=663.0

Pending Investigation
---------------------

- Persistent vars don't persist across turns mode

- p2stateno in a hitdef incorrectly affects a player already in a custom state

- Music in subfolder of sound doesn't load

- If a zipped character is used as a team mate during "turns mode" its small portrait won't appear on-screen

- Helpers/projectiles are not being removed out of stage limits in some stages.

- Reversaldefs can affect other reversaldefs

- Parentdist x might be calculated incorrectly

- Framerate sometimes reported as 0 fps in debug

- P2BodyDist X sometimes returns incorrect values at edges of screen.

- "trigger1 = p2bodydist y =[-10,5]" has different results from "trigger1 = p2bodydist Y= [-10,5]"
  (space formatting)

- A hitdef that doesn't use a throw attribute and sends multiple enemies into custom states causes mugen to crash.
  http://elecbyte.com/forum/index.php?topic=458.msg4118#msg4118

- Projectiles only hit once per frame with hitdefattr P
  Behavior needs to be clarified in documentation.
  http://elecbyte.com/forum/index.php?topic=399.0

- "P2BodyDist X = [-20,20]" trigger incorrectly returns 1 if both characters standing at their end of the screen while parts of their bodies/clsn are out of the screen as shown, or if the enemy is getting hit while half of his body is outside of the screen
  http://elecbyte.com/forum/index.php?topic=264.0

- mugen reads triggers with time =1 or <= 1 and activate based on it while ignoring the rest of the triggers for some reason.

- fall.yvelocity = -1 regardless of value set: http://elecbyte.com/forum/index.php?topic=551.0

- ChangeState controller interrupting special state evaluation (e.g. Statedef -1) is inconsistent with documentation.
  http://elecbyte.com/forum/index.php?topic=569.0

- Autoguard in training doesn't process projectile attr helpers: http://elecbyte.com/forum/index.php?topic=362.0

- If a helper calls DestroySelf while it is a target of another player,
  the target will not be dropped.  As a result, helpers created later
  will become affected by targetstate.
  http://elecbyte.com/forum/index.php?topic=360.0

- pause/superpause with movetime equal to time affecting assertspecial anyway
  http://elecbyte.com/forum/index.php?topic=624.0
  
- [RC5] Some BG elements have horizontal drawing precision errors.
  http://elecbyte.com/forum/index.php?topic=644.0

- common1.cns anim 500* behavior is different from documentation
  http://elecbyte.com/forum/index.php?topic=700.0

- zoffsetlink affects layers linked to it
  http://elecbyte.com/forum/index.php?topic=689.msg6080#msg6080

- BG Anim tiling has gaps in non-native resolutions
  http://elecbyte.com/forum/index.php?topic=744.0
  
- Combo counter text offsets incorrectly calculated when counter has 2 or more digits
  http://elecbyte.com/forum/index.php?topic=714.0

- Assertspecial does not work during last frame of pause
  http://elecbyte.com/forum/index.php?topic=752.0

- Numlock affects simultaneous keypress detection
  http://elecbyte.com/forum/index.php?topic=803.0
  
- Bindtoparent changes parent position
  http://elecbyte.com/forum/index.php?topic=815.0
  
- [2002] [1.0 RC5] Jumping clears command buffer.
  http://elecbyte.com/forum/index.php?topic=822.0
  
- [1.0 RC5] Damage handling inconsistency.
  http://elecbyte.com/forum/index.php?topic=817.0

- [1.0 RC6] Targetbind default pos is wrong
  http://elecbyte.com/forum/index.php?topic=849.0

- [2002] [1.0 RC6] When TargetState or any controller with a Target prefix affects two players, and parameter is an expression rather than a constant, the game will freeze if they are hit at the exact same time.
  http://elecbyte.com/forum/index.php?topic=856.msg6989#msg6989

- [2002] [1.0 RC6] "Negative edge" command detection triggers wrong command
  http://elecbyte.com/forum/index.php?topic=858.0
  
- [1.0 RC6] Certain uses of Cond trigger causes "Random data" runtime error.
  http://elecbyte.com/forum/index.php?topic=881.0
  http://elecbyte.com/forum/index.php?topic=848.0

- [1.0 RC6] HitDef hits multiple times under certain conditions involving HitOverride and projectiles.
  http://elecbyte.com/forum/index.php?topic=884.0
 
- [1.0 RC6] Combo counter display is affected by reversals.
  http://elecbyte.com/forum/index.php?topic=895.0


Recently fixed (RC6)
--------------------

- Stage SFFs cannot be in a path outside stages/ (cannot reproduce)
  Note: path to SFF file must be relative to the directory the stage def file is in
  (e.g. stages/)

- AssertSpecial=Invisible is not affected by ignorehitpause = 1
  http://elecbyte.com/forum/index.php?topic=580.0
  http://elecbyte.com/forum/index.php?topic=616.0 (JA)

- Projectile clsn2 is not displayed in ctrl-c debug mode.

- Offsets for text is wrong in 16:9 motif in default arcade win and survival results screens.

- HitDefAttr with only one of the two required parameters now throws an error,
  whereas RC3 and earlier silently ignored the illegal expression (new in RC5)
  
- [1.0 RC5] ver2002 characters only: After a ReversalDef with p2stateno and p1stateno parameters
  has been executed, P2's state updates will lag behind P1's by 1 tick.

- AngleDraw is ignored in pausetime by HitDef
  http://elecbyte.com/forum/index.php?topic=646.0

- Sometimes directional controls get stuck after release

« Last Edit: December 31, 2009, 10:39:39 pm by K'style »
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Seravy

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #1 on: December 14, 2009, 01:08:20 pm »

Quote
- A hitdef that doesn't use a throw attribute and sends multiple enemies into custom states causes mugen to crash.
  http://elecbyte.com/forum/index.php?topic=458.msg4118#msg4118
I checked his character and the most likely cause of this was the Destroyself in the state without using RemoveExplod first for the hitspark created by the helper at the same time. Don't know if it happened since I told him that, so better ask Hadoabuser about it personally.

Quote
    * Keyboard: Fixed bug where keyboard presses/releases are sometimes lost when other keys are pressed at the same time.
The hardware limitations of keyboard (certain combination of three or more keys cannot be pressed at the same time) still apply right? Is it possible to get rid of that? Conflicting buttons are a big problem for player vs player fights.

I don't see this one on the list :
Quote
http://elecbyte.com/forum/index.php?topic=815.0

Frederika Bernkastel~

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #2 on: December 14, 2009, 01:41:58 pm »


Quote
    * Keyboard: Fixed bug where keyboard presses/releases are sometimes lost when other keys are pressed at the same time.
The hardware limitations of keyboard (certain combination of three or more keys cannot be pressed at the same time) still apply right? Is it possible to get rid of that? Conflicting buttons are a big problem for player vs player fights.


yeah, it's very simple for software to modify the hardware , I am pretty sure they will implement that in rc7.

j/k

the online documentiation of the new trigger (renamed ifelse) has an error in which the example still uses ifelse.
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Seravy

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #3 on: December 14, 2009, 03:07:20 pm »

...I'd say the thing that ignores keys pressed might be the driver of the keyboard or even the operating system, not the hardware itself, but I'm not sure. That's why I asked... If it's the driver, or the OS, it can be done. Yeah it's probably not easy but your character not attacking because your opponent pressed more buttons than you did is more that just an annoyance. It's something that loses you a match most of the time. By the way, is there a support for multiple keyboards planned? That would also eliminate the problem.

Lasombra Demon

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #4 on: December 14, 2009, 03:10:12 pm »

Easier solution: use a joystick when playing vs. :P
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K'style

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #5 on: December 14, 2009, 09:24:59 pm »

Quote
- A hitdef that doesn't use a throw attribute and sends multiple enemies into custom states causes mugen to crash.
  http://elecbyte.com/forum/index.php?topic=458.msg4118#msg4118
I checked his character and the most likely cause of this was the Destroyself in the state without using RemoveExplod first for the hitspark created by the helper at the same time. Don't know if it happened since I told him that, so better ask Hadoabuser about it personally.
Thanks for the heads up on that issue.

Quote
I don't see this one on the list :
Quote
http://elecbyte.com/forum/index.php?topic=815.0
It's near the bottom on the list.  Thanks for the report, we'll check it out when we can.

About the simultaneous keys issue, it's most likely a hardware limitation as a result of cost-saving manufacturing.  Higher-end gaming keyboards are designed to better detect simultaneous keypresses, many claiming 6, but I've seen some that tout 11.  I don't use one personally so I can't make any recommendations.
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Juano16

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #6 on: December 15, 2009, 12:52:55 am »

i have problems with some musics, some not sound, and other sound fast, the game crashes 1 time for that, but i think that are solved in the "+ alpha" revisions, i havent that problems in the prev "RC5 EX + alpha", then im gonna wait the "RC6 EX + alpha"
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amb7247

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #7 on: December 17, 2009, 12:48:51 am »

Not sure if this is the place to post characater load errors but here goes.

Error message: Undefined command label: "start".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [State 130, 2]
Error in [Statedef 130]
Error in chars/LargeSamus/common1.cns
Error loading chars/LargeSamus/LargeSamus.def
Error loading p1

Library error message: Died parsing command = "start"

error received with Mugen 1.0 RC6
Here is the character

http://www.megaupload.com/?d=OS998FDW
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niney

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #8 on: December 17, 2009, 05:39:55 am »

Not sure if this is the place to post characater load errors but here goes.

Error message: Undefined command label: "start".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [State 130, 2]
Error in [Statedef 130]
Error in chars/LargeSamus/common1.cns
Error loading chars/LargeSamus/LargeSamus.def
Error loading p1

Library error message: Died parsing command = "start"

error received with Mugen 1.0 RC6

This doesn't look like a mugen problem. LargeSamus.def is loading a cmd file that does not have a command named "start" (they renamed it "s" but they still use the old name and the new name). You can either use LargeSamus/AI.def (this leaves the character stuck in AI) or find this in LargeSamus.cmd
Code: [Select]
[Command]
name = "s"
command = s
time = 1

change it to name = "start"
likewise with "command = "s"" in LargeSamus.st. But really you shouldn't do this and just complain to whoever made it, there are probably lots of other coding mistakes in there too.
« Last Edit: December 17, 2009, 05:49:27 am by niney »
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leonsoares

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #9 on: December 17, 2009, 07:42:58 am »

Hello. All my characters are debug spamming with the RC6, always in the animelem that hits. It´s something like this:

Warning: player Blade (56) in state 210: 100: no      <= no what?

Thanks
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Lasombra Demon

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #10 on: December 17, 2009, 08:25:55 am »

Giving a link to your chars/code will make your feedback much more useful. :)
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leonsoares

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #11 on: December 17, 2009, 09:52:05 am »

Giving a link to your chars/code will make your feedback much more useful. :)

Actually, any char is doing this, mine or not. But here is a link to mines: http://sites.google.com/site/oldschoolmugen/Home/characters-2
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Hadoabuser

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #12 on: December 18, 2009, 09:03:53 pm »

Quote
- A hitdef that doesn't use a throw attribute and sends multiple enemies into custom states causes mugen to crash.
  http://elecbyte.com/forum/index.php?topic=458.msg4118#msg4118
I checked his character and the most likely cause of this was the Destroyself in the state without using RemoveExplod first for the hitspark created by the helper at the same time. Don't know if it happened since I told him that, so better ask Hadoabuser about it personally.

Still happened, tho it didn't seem to happen as often. Would that mean something ???.
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Jeff

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #13 on: January 02, 2010, 08:46:25 pm »

I'm probably blind to something here, but I can't increase the number of character slots in the select screen.  I added more columns, more rows, changed the icon size to less than half so I don't have a mess on the screen... nothing changes.

Probably should have posted separately from this particular thread.  Sorry...


EDIT: Dealt with.  Silly me, it's the mugen1 folder's files, not the front ones.
« Last Edit: January 07, 2010, 02:23:45 pm by Jeff »
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Josue

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Re: M.U.G.E.N 1.0 RC6 Known Issues
« Reply #14 on: January 06, 2010, 09:42:26 pm »


Thanks a lot for everything you're doing... ::)
BTW no RC6+alpha version?
- [1.0 RC5] SndPlay freqmul parameter has no effect.

- [1.0 RC5] SndPlay volume parameter's effect caps at a maximum of 100.

- [1.0 RC5] SndPlay loop doesn't work.

Just hope to see this bunch of bugs fixed soon...
besides of afterimages being the same color of the original palette when changed with RemapPal and using SFFv1.

Not sure if this is a bug, but I've been thinking: What's the difference between

Code: [Select]
[State 212, 3]
type = VelSet
trigger1 = Time = 0
x = HitVel X
y = HitVel Y

and

Code: [Select]
[State 212, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

Shouldn't it be the same? If I change HitVelSet for VelSet in my custom state my poor foe flies like a rocket Please explain the strange misbehaviour! And why does it say in docs that hitvelset is deprecated if they're still being used in the common1.cns?

And there's a little something I wish you added:
a way to detect the Game Difficulty without having to (unsafely) check
Code: [Select]
enemynear, AIlevelsince AIlevel will change with AI ramp and stuff like that.
Before you came back from death, we used Winane's AI system, now you simply solved it by adding something as simple as AIlevel. However, what if I want to check the current Game Difficulty while my char is being used by a non AI player (I.E. you, me? mee) so you could simply add a GameDifficulty trigger to be checked instead!

Something else I've been wondering: can you give extensive explanations about hardcoded stuff in Docs?
Sorry if I bother...

Hello. All my characters are debug spamming with the RC6, always in the animelem that hits. It´s something like this:

Warning: player Blade (56) in state 210: 100: no      <= no what?

Thanks

Hey! I also got the same debug spam! it didn't seem to have a reason to appear, I fixed it by changing my char's version to MugenVersion=1.0

« Last Edit: January 06, 2010, 10:08:54 pm by Josue »
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