Re: Report minor bugs here (0.6.*)
Yeah worked
thanks Sushi *0*
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Teeworlds Forum → Development → Report minor bugs here (0.6.*)
Yeah worked
thanks Sushi *0*
It seems to be that the 'default.bam' an all other *.bam files are not includet into the 0.6 Src-Download.
Because of this I can not Build my Server-Mod.
It says:
bam: no project named 'default.bam'
Pleace fix this Problem!
Bye Teekeks (and sorry for my bad english )
It seems to be that the 'default.bam' an all other *.bam files are not includet into the 0.6 Src-Download.
Because of this I can not Build my Server-Mod.
It says:bam: no project named 'default.bam'
Pleace fix this Problem!
Bye Teekeks (and sorry for my bad english )
You are using a wrong (old) version of bam, probably 0.2. You should use bam 0.4, this will do the trick.
Yes, This helps. Thx
The Swiss flag in the settings has the same format as all other flags, but the Swiss flag is actually a square (except on sea).
Theolol:
Something like this happend to me too!
I was just generating a new Layer for Doodads (grass_doodads.png) and i noticed that there were some likes around it.
That just fucked me up :@
(not time for screenshot, but i'm using 0.6.1 + my own city client / server mod. )
Another bug:
On Win32, when you do Alt+Tab to get out of the game and later get back to it, you only get a static screen. Nothing will move when you move the mouse, although your mouse input is processed by the game. You just can't see anything except the first frame rendered.
You have to get out of the game again and then next time it works.
@ William, it just works fine here... Mh
Hmm, ok. But I didn't have this problem with 0.5.x and I haven't changed my graphics driver since then.
I found out that there is a double jump bug
When you do a rocket jump(it easier to see the bug you can use ninja too) use the double jump right away and you will see it slows down the tee i don't know if this is such a huge bug but since race became an official mod(i think) it should be fixed because when you have to do a big jump and want to get higher when you still have a decent speed it slows you down
Just to let you know: Race is not official (yet).
I found out that there is a double jump bug
When you do a rocket jump(it easier to see the bug you can use ninja too) use the double jump right away and you will see it slows down the tee i don't know if this is such a huge bug but since race became an official mod(i think) it should be fixed because when you have to do a big jump and want to get higher when you still have a decent speed it slows you down
It's not a bug indeed, just the Teeworlds physics ;).
I found out that there is a double jump bug
When you do a rocket jump(it easier to see the bug you can use ninja too) use the double jump right away and you will see it slows down the tee i don't know if this is such a huge bug but since race became an official mod(i think) it should be fixed because when you have to do a big jump and want to get higher when you still have a decent speed it slows you down
This is so annoying! It doesn't slow down it completely stops me. The only way to do it is to double jump and fire at the wall at the peak of the first jump.
atm i can't play teeworlds and screen the following problems:
The projectiles aren't rendered at the right position. If you go to an edge and shot in a high curve to the edge, it looks like its shot through the edge. I will show you in propably 2 days.
And if you shot to the position vec2(0,0) its very buggy with all weapons and hook.
No projectile or laser appears and a laser with infinite length will be rendered.
Its very weird with ninja. You stay in the air and then you'll get a lot of speed.
Its very simple to fix it in character.cpp and gamecore.cpp
Just check the direction etc.
(The hook goes straight up!)
Remember the team color bug I mentioned? The one that has to do with openFNG? Well it misteriosly vanished long ago...BUT now it has returned!:
When I play vanilla with Sushi's Client Pack I have it:(since it doesn't appear in demo recordings I got a screenshot)
http://img707.imageshack.us/img707/1759 … 012095.png
How can a red tee capture it's on flag?!?!? Because I'm not red,I'm in the blue team!
http://img849.imageshack.us/img849/3271 … 921330.png
http://img16.imageshack.us/img16/4342/s … 921331.png
And as you see even the (awesome new) scoreboard is broken.
Any solutions?
P.S. Any solutions to this -_-':
Does this problems occur while using standart client?
Otherwise it's not the right topic for it, isn't it?
What's the problem with the last screenshot?
What's the problem with the last screenshot?
Apparently he bots.
On the standard client it works fine. But anyways I found out the problem.
It's not a problem with the Client Pack itself but with TeeComp.
(That explains it:Gamer client also has TeeComp)
Settings>TeeComp>Skins>Enemy Based Colors
I turned it off and now everything works well.
So is "Enemy based colors" meant to do that or what?
P.S. Sorry for posting it here. And sorry Sushi if I wasted your time on trying to find the answer.
The Swiss flag in the settings has the same format as all other flags, but the Swiss flag is actually a square (except on sea).
Thx for the feedback, but there are douzens of different flag dimensions that we decided to choose one standard format which leads to good ingame resizing results.
Settings>TeeComp>Skins>Enemy Based Colors
I turned it off and now everything works well.
So is "Enemy based colors" meant to do that or what?
Yes it is. If you enable this option, you (and/or your team) will always have the first color, while the enemies will get the second, regardless if you're on the first or second team.
If you want to avoid confusion with the flag, there's an option for it too, something like "Flag uses tees colors"
"Make Flag match tees colors"
OK,thanks.
I would suppose you to put this code into character.cpp -> fireweapon()
if(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY) == vec2(0,0))
return;
because if the input is zero, the server handles this strange.
The ninja gets (nearly)infinite speed up left.
The laser goes through walls.
Other projectiles won't appear.
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