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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Sun Nov 02, 2003 4:57 am    Post subject: DIVER DOWN bug reporting thread [quote]

Guys, if you find any bugs in the game, please report them here. Please be as specific as possible and be sure to tell me what O/S you are using. If you modified any files in any way let me know (i won't get mad). I'm just trying to help you guys.

I'll post any fixes/answers here too.
Thanks.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Nov 03, 2003 2:16 am    Post subject: [quote]

I guess I'll continue my thread of bug reports here:

Weird. The bandage bug seems to have disappeared. I'll let you know if it comes back.

I'm sidestepping some of the crashing bugs by using that technique of keeping one savegame that I know is stable, loading that, and then loading my real savegame afterwards. Seems to solve that problem.

I know my constant stream of bug reports sounds pretty bad but when it isn't crashing the game is freakin' awesome. I love the plot development and the detail you put into everything. And the fullscreen artwork is sweet.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Mon Nov 03, 2003 10:29 pm    Post subject: [quote]

First time playing through I get to the dialog between Diver and that Shift Guard with the cluster rifle and then, after Diver walks up to the Shift Guard, the game crashes and I get this error message:

Code:
gfx\(all signs show he is about to fire.): Unrecognized image type.


However, the second time through everything's fine. Also, for some reason, (maybe it's intentional) the fire turns green when the hall gets lit.

I'm using Dosemu 1.1.99.1 (compiled from source) with Freedos 1.1.32a on a Red Hat 9 default workstation install. I installed the Ximian Desktop (I'm at work) and, uh, well, I think that's all I've changed. (I can give you more information if you need it, but I presume you'd have no idea what I'd be talking about.)

As for critique; the dialog's been a bit awkward in some parts but for the rest I can't say anything bad. I can't say anything bad about the art either. Overall, good job :]

EDIT: Oh yeah, what's up with these fucking 10+ meg downloads? Seems like everyone's making these big ass games (or just bloating them). If you could make the sound and music optional/smaller that'd be great.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Tue Nov 04, 2003 4:30 am    Post subject: [quote]

Ya, that image type stuff will happen rarely. I can't do anything about that without going into the verge source, I think. String support is a bit sketchy in verge and it looks like the gfx string wasn't updated.

The darkening/lightening effects are just palette transitions, and for some reason it looks like it's overflowing into green on your setup. That's pretty weird because it's a hardcoded loop, but it may have something to do with your emu setup.

A lot of the art helped the earlier portions of the game. I'm guessing you'll have enough to say bad about the art later on in the game, when a lot of it was mine.

About the download size : it's a bit hefty and it's due to the music and sound effects. I've just had DSL too long and I think the audio is too important. But yeh, sorry for all the people on 56k connections.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Wed Nov 05, 2003 2:51 am    Post subject: [quote]

When the first battle starts (at the breakerbox) it freezes up.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Wed Nov 05, 2003 6:07 am    Post subject: [quote]

verge 2.6 is broken. Ya can't use that one.
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UscGradEray
Sick of Being A Fairy Princess Yet?


Joined: 23 Sep 2003
Posts: 14
Location: The State of Misery

PostPosted: Sat Dec 06, 2003 8:02 pm    Post subject: [quote]

I downloaded the Windows version on Dec. 5. That isn't supposed to need any patches or fixes, right? I've seen two bugs, one much more severe than the other.

    -When any character attacks during battles, he steps forward and then doesn't step back. Over the course of the battle, he'll climb toward the top of the screen. If he passes the top (that's only happened once, but it's been close numerous times), the game crashes to the desktop with an error: "Entity::do_movescript(), unidentify movescript command".

    -In the Cruxen Mines, there's a hallway I need to enter but can't. I enter a N/S hallway through an arch, and the way north is blocked by a gate. There's a hallway to the west; in that hallway I can see some water and a yellow box with the roman numeral "IV" on it. When I step into the west hallway, the screen starts flickering strangely with reflected images, and nothing I do affects the screen or the character's position in it. The game isn't locked up, because if I move around and then retrace my steps to get back to the N/S hallway, the screen returns to normal.
    [EDIT: I can't actually see myself moving, I just mentally keep track of where I am. Then I can retrace my steps to get out of the hallway]


I'm running it on Win 98 SE.

It's a great game so far. I just wish I could get past that hallway.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Sat Dec 06, 2003 10:53 pm    Post subject: [quote]

jeez, sloppy of me. Open winv2.cfg and you'll see a bunch of options. if eagle is set to 1, change that to 0. This is a 2xsai hi-res mode that isn't supported, and I didn't mean to release the cfg file with that option on.

That should fix both your issues. Sorry, but it's an easy correction :). I imagine the battle system bug is more of a framerate issue that is provoked by eagle mode, but walking into the puzzle rooms has your video card taking a 320x240 screen that is software emulated to be 640x480, then trying to double that to 1280x960. Ouch.

Let me know if that works or not, either way please.


(PS: your framerate should improve dramatically, and you'll see true 320x240 gfx instead of the fake 640x480 it was emulating.)
When you finish give my game a good review, and mention the great customer support :).
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UscGradEray
Sick of Being A Fairy Princess Yet?


Joined: 23 Sep 2003
Posts: 14
Location: The State of Misery

PostPosted: Sun Dec 07, 2003 12:38 am    Post subject: [quote]

Thanks. It works great, now.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Dec 07, 2003 2:23 pm    Post subject: [quote]

Quote:
The darkening/lightening effects are just palette transitions, and for some reason it looks like it's overflowing into green on your setup.
I don't know if this is the case, but if you're using 16-bit color it is pretty likely your hardcoded loop assumes the video card uses five bits each for R, G and B components but happy's video card uses 5.6.5.
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Sun Dec 07, 2003 3:26 pm    Post subject: [quote]

Quote:
I don't know if this is the case, but if you're using 16-bit color it is pretty likely your hardcoded loop assumes the video card uses five bits each for R, G and B components but happy's video card uses 5.6.5.

If he's doing palette transitions, its not possible that he's using 16-bit color, because 16-bit color is not paletted (unless we're talking about console systems). With 16-bit you have to use gamma effects or CLUTs.

Also, its a difference between 6.5.5 and 5.6.5 or something, there are no 5.5.5 video cards to my knowledge. And if that were the case, all of the graphics would look greenish all the time, not just the fading effects (unless he's using different functions to calculate the RGB values in each case).
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Dec 07, 2003 7:53 pm    Post subject: [quote]

ThousandKnives wrote:
Quote:
I don't know if this is the case, but if you're using 16-bit color it is pretty likely your hardcoded loop assumes the video card uses five bits each for R, G and B components but happy's video card uses 5.6.5.

If he's doing palette transitions, its not possible that he's using 16-bit color, because 16-bit color is not paletted (unless we're talking about console systems). With 16-bit you have to use gamma effects or CLUTs.

Also, its a difference between 6.5.5 and 5.6.5 or something, there are no 5.5.5 video cards to my knowledge. And if that were the case, all of the graphics would look greenish all the time, not just the fading effects (unless he's using different functions to calculate the RGB values in each case).
Heh, I guess I didn't read the post careful enough.
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Sun Dec 07, 2003 10:58 pm    Post subject: [quote]

Yup, it's all 8 bit color. I think I've heard of some color setups being 555, with the last reserved for alpha, but I'm not sure.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun Dec 21, 2003 5:56 am    Post subject: [quote]

Ok, big bug here.
At the big flashback scene where drek 'remembers', it exits after mason says 'Ground one, we neen to retreat!'.
This really pissed me off, I'd gotten so into the game and now I can't get any further...
Any idea why this is happening?
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grenideer
Wandering Minstrel


Joined: 28 May 2002
Posts: 149

PostPosted: Sun Dec 21, 2003 9:22 pm    Post subject: [quote]

Sounds like you're running an old build. You can fix this a few ways. The best way (but most time consuming) would be to download the newest version from the website. Also, there may still be a patch up that you can get from the news page (an older post).

The quickest and dirtiest way you can fix this is to make a gun.wav file, and stick it in a folder called sfx in your diver down folder. It must be a standard windows wav format to work. There are two flashback scenes that require this fix.
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