I'll probably be doing a patch this weekend to fix some of the bugs with the new version, and to add more complex scripting support! Please help me out by listing anything you've found in this thread! :viridian:
Stuff I know about:
- Music stops on time trials if you press enter to restart
- Game forgets correct Fullscreen/Windowed settings on restart
- Game defaults to Fullscreen Auto, should default to 640x480
- Changing from fullscreen back to windowed mode can make you lose mouse focus
- Quiting the game during a cutscene leaves the cutscene bars in place, should be reset
- Game sometimes doesn't display hardest room on game over
- Keypad should work as well as arrow keys
- Enter isn't working for some people?
- Quicksaves in the tower don't seem to work
- Time trial ranks aren't being saved properly
- WASD controls don't work in game
Also, to add:
- Joypad support!
(There are others. but I can't seem to remember them right now.)
Not really a bug, but the v1 saved games not being compatible with v2 is a bit of a thing for me. :) Thanks for all your hard work!
These refer to the Windows version:
- No music when first entering the Secret Laboratory (after the Combine! scene)
- Saving from the menu in the main game doesn't seem to do anything
- In Analogue Mode, there will occasionally be stationary red lines/dots on the right edge of the room (see pic)
(http://oi56.tinypic.com/2entjr8.jpg)
-In the linux(might be others as well) version the SDL mousecursor is enabled. Even though it's not that much of a problem in windowed mode, it does kind of annoy me in fullscreen. What business has it got to do there, apart from being a pointy thing that just hovers around like an annoying fly?
fix: when switching to full screen just do SDL_ShowCursor(SDL_DISABLE);
and if you'd like SDL_ShowCursor(SDL_ENABLE);
when reverting to windowed mode.
My system:
Windows XP Professional Version 2002 Service Pack3
Intel(R) Core(TM) i7 CPU
Q 720 @ 1.60GHz
3,18GB RAM
My Problem:
The game runs well but the sound (music) is juddering. :victoria:
Please contact me to get more information, I don´t know whats necessary for you to know.
Thank you!
Also pausing the game during the display of text causes a small graphical glitch at the top of the screen:
(http://dl.dropbox.com/u/1012284/Schermafdruk-VVVVVV-2.png)
(http://dl.dropbox.com/u/1012284/Schermafdruk-VVVVVV.png)
I was about to post the cursor thing. It is used in the level editor but nowhere else basically. Is it possible to show it only in the level editor?
The sound doesnt mute when hitting enter and Esc / pausing the game.
A possibility to accept custom resolutions? I had that problem which is now solved-ish but it would have been nice to have been able to input a custom resolution where the game puts black bars as fillers. I wonder how this game looks on some 1080p hdtv widescreen stuff in native resolution.
I had a post about a few improvements (in my opinion)for the controls and the menus, I'll have to find it.
Hi
The "Auto" mode runs at native resolution.
We will have a look at the cursor thing. We had some problems with it on some systems before release, but we will certainly be looking into it. :)
Quote from: mrcrabs on July 28, 2011, 09:28:50 AM
My system:
Windows XP Professional Version 2002 Service Pack3
Intel(R) Core(TM) i7 CPU
Q 720 @ 1.60GHz
3,18GB RAM
My Problem:
The game runs well but the sound (music) is juddering. :victoria:
Please contact me to get more information, I don´t know whats necessary for you to know.
Thank you!
This is strange. The music shouldnt judder at all, as its streamed from RAM and not the hardisk and therefore there really isnt any delay in loading it, and your processor is definitely fast enough to play it! Are you getting a smooth framerate? Is it constantly juddering or just in some sections?
Quote from: simoroth on July 28, 2011, 12:16:20 PM
Quote from: mrcrabs on July 28, 2011, 09:28:50 AM
My system:
Windows XP Professional Version 2002 Service Pack3
Intel(R) Core(TM) i7 CPU
Q 720 @ 1.60GHz
3,18GB RAM
My Problem:
The game runs well but the sound (music) is juddering. :victoria:
Please contact me to get more information, I don´t know whats necessary for you to know.
Thank you!
This is strange. The music shouldnt judder at all, as its streamed from RAM and not the hardisk and therefore there really isnt any delay in loading it, and your processor is definitely fast enough to play it! Are you getting a smooth framerate? Is it constantly juddering or just in some sections?
Thank you for your fast reply! I also think my processor is fast enough... :viridian:
I have a
smooth (video) framerate. The
sound juddering is constantly.
I think you use .ogg files... If you would send me the .ogg files I could try to open it with a music player (foobar) and try if they work... If the problem occurs while playing the .ogg files directly via foobar this is a common problem in my system. If not the problem is somewhere in VVVVV... Would you aggree?
Hi
Just a quick idea:
Go to your start menu and then "Run"
Type "dxdiag"
click on the sound tab(s) and disable hardware sound acceleration.
-Simon
Quote from: simoroth on July 28, 2011, 01:20:33 PM
Hi
Just a quick idea:
Go to your start menu and then "Run"
Type "dxdiag"
click on the sound tab(s) and disable hardware sound acceleration.
-Simon
Didn´t help. :victoria: What about my idea (see my last post)?
Thank you!
Sure. Can you message me your email and I'll send you a sample file. :)
Quote from: mrcrabs on July 28, 2011, 12:35:15 PM
I think you use .ogg files... If you would send me the .ogg files I could try to open it with a music player (foobar) and try if they work... If the problem occurs while playing the .ogg files directly via foobar this is a common problem in my system. If not the problem is somewhere in VVVVV... Would you aggree?
This might not help, cause foobar and game can use different decoders for .ogg audio files.
When the game is running in full screen and I Alt-Tab to minimize it, the mouse cursor is stuck at the upper-left corner of the screen.
I'm running Windows 7 Home Premium 32-bit, playing the Steam version.
Not sure if this is a bug or not, but you can navigate the main menu with W and S keys, but you can only use the arrow keys in the level editor.
Also, you can unlock time trials in the game by collecting trinkets in player levels.
/e: And collecting trinkets in the game didn't unlock time trials for me!
This affects the Mac version:
Save games are saved in the user's Documents folder, not in the user's Library → Application Support folder.
The expected behavior on a Mac is that no app touches the Documents folder without the user's explicit permission (e.g. when saving a document with the standard save panel).
Game and application data is supposed to be saved either in the user's Library → Application Support folder or in the Library → Preferences folder. All other places are supposed to be strictly off limits for all apps.
I'm running OS X Lion.
There seems to be an issue with trapping the mouse on windows. I've recorded a video illustrating the issue as i'd have trouble describing it. But in short, the window becomes unmovable after putting it into and out of full screen manually with alt enter.
There's more details in the youtube comment
http://www.youtube.com/watch?v=Oro6oDgGqeM
On version 2.0.1 on OS X 10.5.8, I find that there's no way to leave the control-click state: once I've control-clicked, even mouse motion with nothing held seems to generate right-click events. Makes the level editor a little unusable :victoria:
I think I found a problem. I saved at the checkpoint at 'The Final Challenge'. When I re-opened the game and continued from quicksave the screen scrolls, and my character does not appear. At this point I am unable to use any controls including opening the menu or the map.
Ah, that's the same bug as the tower saving glitch, sorry. We'll get that one in the patch too.
Hooray, soon I will finish!
Dying at the same time that Captain Viridian touches a deteriorating platform will result in the platform disappearing once he respawns (provided that the checkpoint is on the same screen). This can be seen in this screenshot (http://i.imgur.com/r7TPq.png); I died where the missing platform is, all of the other platforms respawned except for that one since it was in the process of disappearing.
This happens with gravity lines too, but they only flicker and make a sound; Captain Viridian is left unaffected. There are cases where he will momentarily be flipped but it is corrected when he spawns.
Quote from: Psychopath on July 29, 2011, 02:06:44 AM
Dying at the same time that Captain Viridian touches a deteriorating platform will result in the platform disappearing once he respawns (provided that the checkpoint is on the same screen). This can be seen in this screenshot (http://i.imgur.com/r7TPq.png); I died where the missing platform is, all of the other platforms respawned except for that one since it was in the process of disappearing.
This is a deliberate behaviour by the level designer I think. You wont find any situations like that in the main game.
There is a bug with checkpoints that are set on collapsing platforms.
What happens: when you jump right after you spawned at the checkpoint, the platform will look like a belt platform instead of a collapsing platform. The behaviour is still the same though (platform still disappears). Screenshot:
(http://img200.imageshack.us/img200/7289/vbug1.png)
I just wonder why this happens. I tested this in Vertiginous viridian. (from the start you have to enter the room at the right, then go down through the collapsing platforms).
The "glitch" and "change" room names in the Final Level are displaying above the map instead of the correct names. (i.e. it says "glitch" or "change")
EDIT: Also, in the Secret Lab, the trophies look glitched. (It's only a graphical glitch.)
Sometimes, when I'm testing a level in the Level Editor, if I use scriptboxes to switch music, the music doesn't turn on until I hit the M key twice. I have yet to figure out what exactly is wrong, but I'll try and see if I can purposely reproduce it.
I'm on Linux. Loading game from quicksave isn't loading from my last quicksave. I would say it was the last one before I beat the game, but I don't think it's that either since it's Maze With No Entrance.
Please help?
Thanks
Hi,
I have the same on Linux.
Maybe this helps:
If I start the game again I get this output:
...
The save directory exists at: /home/stormwind/.vvvvvv/
Quick Save Not Found
Teleporter Save Not Found
And:
stormwind@hermelin ~/.vvvvvv $ ls
4kvvvv.vvvvvv roadtrip.vvvvvv varietyshow.vvvvvv
a_new_dimension.vvvvvv the_dual_challenge.vvvvvv vertiginousviridian.vvvvvv
linewrap.vvvvvv unlock.vvv vvvvvvgoldenspiral.vvvvvv
pyramid.vvvvvv variationventure.vvvvvv
Thanks,
Stormwind
I was playing the Super Gravitron in flip mode, when I noticed THIS:
(http://img16.imageshack.us/img16/1232/supergravitronflipmodeg.png)
The "Best Time" display is bugged.
Haha, wow, good catch :) Thanks!
Sometimes, while editing a level, sounds and music stop playing forever...
And I have to restart the game.
Quote from: MλGNUM on July 31, 2011, 10:18:36 AM
Sometimes, while editing a level, sounds and music stop playing forever...
And I have to restart the game.
You pressed 'M' somewhere in the editor. M from now on mutes the game anywhere.
I'm running on linux. Issues I've found:
- When pressing alt-enter to switch between full-screen and windowed mode, the console outputs the line Error: failed:
- When pressing alt-enter during a cutscene (for example at the start of the game), Viridian will sometimes flip, to comic effect.
- When saving and restoring right after the cutscene following the completion of Space Station 1 where Violet gives the teleporter coordinates, these coordinates are gone from the map and can't be re-acquired by talking to Violet.
Not actual bug but level editor tells "< and > keys change tool" which is not true with all keymaps :)
Quote from: FawFuL on July 31, 2011, 12:15:18 PM
Quote from: MλGNUM on July 31, 2011, 10:18:36 AM
Sometimes, while editing a level, sounds and music stop playing forever...
And I have to restart the game.
You pressed 'M' somewhere in the editor. M from now on mutes the game anywhere.
If you were scripting, the Scripting Menus mute all sounds automatically. And sometimes, they don't turn back on. Just press the M key a few times.
When in flip mode, the level editor is flipped as well. Then, when you leave flip mode, the main menu is flipped... :viridian:
Quote from: oliphaunt on July 31, 2011, 02:38:14 PM
When in flip mode, the level editor is flipped as well. Then, when you leave flip mode, the main menu is flipped... :viridian:
Oops.
Should make this a feature though. hehe.
How to glitch the Gravitron:
1. Quicksave in the Gravitron
2. Quit the game
3. Open your save
4. ??
5. PROFIT!!
(Sorry, I had to do that.)
This was reported before (http://distractionware.com/forum/index.php?topic=7.msg583#msg583), but not responded to and not yet fixed. In the Laboratory, there's a room named "Exausted". This is apparently a typo, unless there is some deeper meaning / pun I haven't figured out yet.
if you save violet last, ie. do not teleport back to the ship until after saving any other character that character will be lost and you will be unable to complete the game.
going back to the location they would normally be in and they are not there nor are they on the ship.
http://i.imgur.com/F4f6M.jpg violet saved, all others lost.
http://i.imgur.com/d9eL2.jpg all others saved before violet.
Quote from: muaddib on August 02, 2011, 11:08:17 AM
if you save violet last, ie. do not teleport back to the ship until after saving any other character that character will be lost and you will be unable to complete the game.
Ah, but that's only possible if you sequence break the game by playing with invincibility. There are thousands of little ways to break the game if you turn invincibility on, it's kinda hopeless to try and catch them all...
you can get out in flip mode.
Get out in flip mode? Hmm, whereabouts, exactly?
Something I noticed when replaying today - in version 1, you could press Enter while in the air to go through a teleporter. Now you can only do it while grounded.
It's minor, barely even a bug, but I liked teleporting in midair! :P
Double Glitch!
(http://img51.imageshack.us/img51/6040/blueviridanglitch.png)
In this glitch, Viridian is blue in levels with Horizontal Level Wraps
(http://img820.imageshack.us/img820/8622/theglitchinthegravitron.png)
In this glitch, I have escaped the gravitron! :vermillion:
These both take place in flip mode.
EDIT: Exploiting the Gravitron Escape glitch, you can get stuck in one of the Gravity Lines. Here's the screenshot.
(http://img96.imageshack.us/img96/3057/glitchinthegravitron2.png)
There are also a lot of other glitches in the Gravitron, such as dying from a square when you're several pixels away.
Wow, apparently I missed a lot of stuff in flip mode! :vitellary:
I just Alt+Tab'd away from the game in full screen mode and found my mouse cursor frozen in the top left corner of my screen. I had to Ctrl+Alt+Delete and kill the process via Task Manager and keyboard.
Quote from: Poochy.EXE on August 02, 2011, 09:54:14 PM
I just Alt+Tab'd away from the game in full screen mode and found my mouse cursor frozen in the top left corner of my screen. I had to Ctrl+Alt+Delete and kill the process via Task Manager and keyboard.
I had a few reports of this so have taken steps to correct it. There will be a fresh Beta in an hour with a fix. :)
Not sure if this counts as a bug, but I noticed that the HUD font in Time Trial mode is different than the old version. Without the black outlines, it's slightly harder to read.
By the way, on the subject of Time Trials, could we please get a counter for fractions of a second, like in the Super Gravitron? Or how about a way to record inputs and save them as a replay file to play back later? I imagine the latter wouldn't be too hard, since as far as I know, nothing is random.
I had a moving platform move horizontally on a horzontally-wrapping screen. The platform wraps around, but near the edge of the screen Viridian acts like the platform has stopped.
Video: http://www.youtube.com/watch?v=2ux3dUUTtO4 (http://www.youtube.com/watch?v=2ux3dUUTtO4)
There's also some oddities with spikes on the edge of a screen. If they're on the very edge, our captain just phases through them.
Video: http://www.youtube.com/watch?v=LPx9Nhjdouk (http://www.youtube.com/watch?v=LPx9Nhjdouk)
This also happens without screenwrap.
There was one case where Viridian kept spawning at a checkpoint with reversed gravity for a split-second, which since it was in a narrow corridor made him just barely go into the wall and wallswim. It happens right at the beginning of the first video (I raised the wall, though, so the wallswim doesn't occur there)
Other then a couple issues like these, I'm liking this editor.
Found a similar one to the above: If Viridian is standing on a (non-moving) platform and a moving one crashes into him from the side, the two seem to get permanently stuck together and immobile. I had to quicksave, exit to the main menu, and load up the quicksave again.
I have no idea what happened, and I cannot reproduce it. But this is another glitch in the Gravitron for Flip Mode.
(http://img28.imageshack.us/img28/8344/glitchinthegravitron3.png)
What is with the Gravitron in Flip Mode? :victoria:
EDIT: Yikes!
This is what happens if you use the "Escape from the Gravitron" glitch and stay at the top of "Whizz down the Shaft" until the time runs out.
(http://img263.imageshack.us/img263/1131/glitchinthegravitron4.png)
You get flung right at high-speeds, and get sent there.
The game also locks up, so you have to manually close it. :victoria:
I found a few bugs with the scripting commands:
- Large say or reply commands tend to simply not show up. This may have been intentional, to prevent crowding.)
- If commands interpret script names as lowercase and without spaces. This may or may not apply to other elements.
- Not a bug per se, but script boxes only trigger once per room entry, and you must leave and re-enter to make them "active" again (crossing over the associated sides on a 1-width/1-height level counts, warping over sides does not). Perhaps in a future update an option could be added for reactivation time (immediately, after player leaves script box, after leaving room, or never) in addition to irregularly shaped script "boxes".
I just saved :vitellary: , took the teleport back to the ship, I decided to go back to the same point to see if I could get the trinket easier. but the game "blocked" on the teleport
(http://img75.xooimage.com/files/b/e/8/vvvvvv-2b834d3.jpg)
(there is still the animations of the lightning)
so now :viridian: is lost in space.
I killed the game, relaunched it, took the teleport again and it worked.
edit : got it again, looks like it when you go back from where you came after rescuing a crew member.
I have all 20 trinkets, but the jukebox says next unlock at 18 trinkets. Also there is a time trial which is not unlocked, saying it requires 18 trinkets and completing the game, which I have done. Any help?
Edit: I just remembered I only had 17 trinkets when I completed the game. Could this be why?
Hi guys,
Just tried out the new Linux .deb version, and while the game runs fine, it doesn't add itself to the system's application menu on installing. I think I managed to track down the problem: in /usr/share/applications, there's a VVVVVV bash file, where there should be a .desktop file. I created a vvvvvv.desktop file in /usr/share/applications and filled it with this:
[Desktop Entry]
Name=VVVVVV
Comment=Gravity flip!
Exec=/usr/share/VVVVVV/VVVVVV
Icon=/usr/share/VVVVVV/data/icons/32.png
Terminal=false
Type=Application
Categories=Games;
X-Ayatana-Appmenu-Show-Stubs=False
and now the game shows up in my menus. Hope that helps!
Yikes, I thought we'd sorted that; I'll check I uploaded the right version! Thanks for letting me know!
when I continued the game from QUICKSAVE,I couldn't find " :viridian:".The screen moved up to the end.And there was nothing happened when I pressed any key.Can you help me?
Started:
(http://www.gokuai.com/w/MP4k09sZ2u6T7L5U/started.png)
End:
(http://www.gokuai.com/w/0Pk1428l09N353SW/the%20end.png)
linux system: I saved in two custom levels (line wrap & vertex vortex), and now I get two dummy entries in the 'play a level' screen:
(http://img846.imageshack.us/img846/5308/vvvvvvglitch.png)
If I enter in those, I fail eternally in the void :victoria:
The VVVVVV.app bundle is reporting an incorrect version number in the Mac version. Attached is a picture of what you see in a Finder "get info" window. Despite what it says, this is actually version 2.0.
It is completely possible to get stuck inside a moving platform (most notably a vertically moving one).
If the side of the platform clips into Captain Viridian, he will be held in place until it moves far enough away that he can drop out freely. However, at the same time, the vertically moving platform is bouncing off of him so that it can move freely without him in its way. The result is a vertically locked captain and platform. Even if he tries to flip away, he'll still remain stuck inside the platform and the platform will remain stuck as it desperately tries to bounce off of him.
Thankfully, this is not commonplace in the main game, but it does happen in custom stages where it is easier to replicate due to differing designs. Had I not known that R would force a respawn, I would have had no other choice but to restart the stage.
Similar bugs have been reported already concerning the gravitron, but only in flip mode, so I'll report mine.
- start intermission 2
- beat the gravitron
- don't rescue the crew member, but instead press R to die
=> you will respawn inside the gravitron and bounce up before the gravity line is drawed, thus escaping the gravitron.
To clarify about the time trial saving bug, it seems that your records, except for your time, come back when you play it again. This appears to be because time trial times simply aren't saved in unlock.vvv.
It seems that some of the enemy types have slightly smaller hitboxes than others. Is that intentional?
When I say "smaller," I'm talking microscopic: like one or two pixels. Small enough that you'd never notice unless you were intentionally trying to break a level.
Unfortunately, I was intentionally trying to break my own level, so I found out that, for some enemies, you can do this!
(http://quiteajolt.com/vvvvvv/idealx-crossingpixels.png)
While I'm standing on the extreme edge of that platform, that vertically-moving enemy to the right harmlessly goes up and down. I didn't try it with all enemies, but it worked with those disc ones and the triangle ones. The square ones with diagonal stripes and the corrupted squarish ones, on the other hand, killed me every time.
I'm supposed to unlock the "Presenting VVVVVV" song at 10 trinkets, except I already have 14.
I just installed the game, from the Humble Indie Bundle 3, and it doesn't create any menu entry in Unity (Ubuntu 11.10, amd64). I can't find it in the dash, I have to search for the game binary in the system folders...
I think this is a bug ?
Quote from: Nepenthes on August 24, 2011, 07:52:19 PM
I just installed the game, from the Humble Indie Bundle 3, and it doesn't create any menu entry in Unity (Ubuntu 11.10, amd64). I can't find it in the dash, I have to search for the game binary in the system folders...
I think this is a bug ?
Yeah, sometimes it just doesnt make the entry on some Ubuntu Unity systems. I'm on it. :)
Was playing a user-made level (Love V 2.0., from the archive pack) and flipped right at the start of the level into the warp token. Problem was, As soon as I moved forwards to flip it loaded up a script, but because I'd already flipped I went through the teleporter and into some spikes on the other side.
The problem is, I died mid-script, when you aren't supposed to be able to move. I ended up with the [Press Action to Advance Text] bar at the top of the screen permanently, but couldn't advance text or flip. I tried exiting the level and re-entering, and tried loading up a different level, both from player levels and the main game, but the [Press...] bar remained at the top of my screen. Only way I could get rid of it was to completely exit the game and reload. I doubt it'll happen very often since there are very few times when you'll be able to activate a script in mid-move, but it does cause a significant problem.
Something I notice with this version is the Windowed Menu.
You know you have the X1, X2, X3, X4
I always set it to X1
But the game always starts with X2 resolution. Even after I start the main game or a Custom Level it stays at X2 resolution.
But what happens? When I get to the Windowed Menu, the game says "It's on 1X resolution"
Check screenshot
( Also sorry for the JPG file, had to make it small enough to attach it )
Hi
What OS are you on? Did you try the Beta patch?
Version 2.0
Did I missed something? o.o
and on the screenshot I stated I was on Windows7
I've had some weird issues with script lines disappearing. Most often I'll finish a script, then when I reopen it again the last line is missing. Most recently I wrote a twenty-something-line script, then reopened it to find that only the first three lines were there.
Is this a known bug? It seems like something that would come up for more people given how often I'm seeing it. Any way around it? So far my technique is "just write the lines again", but that doesn't actually work a lot of the time.
Quote from: Buttons on September 30, 2011, 05:09:14 PM
I've had some weird issues with script lines disappearing. Most often I'll finish a script, then when I reopen it again the last line is missing. Most recently I wrote a twenty-something-line script, then reopened it to find that only the first three lines were there.
Is this a known bug? It seems like something that would come up for more people given how often I'm seeing it. Any way around it? So far my technique is "just write the lines again", but that doesn't actually work a lot of the time.
Super PJ to the rescue!
Okay, I need a complete copy of EXACTLY what your script looks like before I can do ANYTHING.
I think you need an empty line after your last script, sir.
Quote from: Officer Captain on October 01, 2011, 03:49:16 AM
I think you need an empty line after your last script, sir.
... Shouldn't we wait until we see the script before we give him/her advice?
Well, if I've been having similar problems, and I had found a way to fix it, is it incorrect to try and share my findings?
You know what, don't answer that. Let's keep the thread going.
Figured it out: don't end a line of dialogue with a colon, or the program will think it's a new script.
Quote from: Buttons on October 01, 2011, 03:04:09 PM
Figured it out: don't end a line of dialogue with a colon, or the program will think it's a new script.
Oh yeah, that
bug. *shudder*
:verdigris: I got a bug! 1. (http://i.imgur.com/sgDjR.gif) (http://imgur.com/sgDjR) Man that bug is just annoying me on VVVVVV so much!
I have to say, these are very weird, I've only run into a couple myself, but not some that are so strange
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:
(http://img.photobucket.com/albums/v18/bad_breath/Stuff/VtimerCompare.png)
Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.
My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.
So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.
I am falling through some single tiles, is that supposed to happen? Oh, and there's no gray warp background.
Quote from: Tranquilite on November 02, 2011, 08:33:24 AM
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:
(http://img.photobucket.com/albums/v18/bad_breath/Stuff/VtimerCompare.png)
Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.
My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.
So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.
Um... why do you still have 2.0? Terry released the 2.1 patch
long ago.
Hey, I still have 2.0. Then again, it is because I'm on a Mac *cough cough* :violet:
Quote from: PJBottomz on November 14, 2011, 09:05:16 PM
Um... why do you still have 2.0? Terry released the 2.1 patch long ago.
I suppose i should have put 2.X as the behavior is the same in both 2.0 and 2.1.
Click it, download it, extract to the VVVVVV folder and replace the .exe
Have fun gaming with a much smoother game we all love~ =3
http://distractionware.com/forum/index.php?topic=693.0
Quote from: PJBottomz on November 14, 2011, 09:05:16 PM
Quote from: Tranquilite on November 02, 2011, 08:33:24 AM
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:
(http://img.photobucket.com/albums/v18/bad_breath/Stuff/VtimerCompare.png)
Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.
My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.
So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.
Um... why do you still have 2.0? Terry released the 2.1 patch long ago.
Wow thats very strange.
I've found the issue. Its a minuscule rounding error due to the locked framerate on flash vs C++.
We never spotted it because Terry and our testers can finish most areas in about 30 seconds. :p
I'll fix that now. :D
Edit: Ok in game timers are now based on ticks and super duper accurate. Update goes live tonight.
Moved this message from Beta 2.1.2 Pre-release testing thread to here and added the last bug on the list.
Few bugs found so far. Haven't tried anything else except changing the graphics options and playing 5 seconds of flip and normal mode.
-Mouse cursor is still there.
-Alt+entering to windowed and back to fullscreen still always uses the AUTO setting in fullscreen, even if I had used 640x480 before alt+entering.
-Bringing up the map or the esc quit screen while playing in flip mode scrolls the map onto the screen a bit wrong. Only the right side of the map is visible on the left side of the screen while it scrolls, but when the scrolling ends it centers itself like it should, filling the whole screen. Seems to do this too only when fullscreen resolution is AUTO (1920x1080).
-After alt+tabbing from fullscreen vvvvvv to desktop and back, whenever I press enter in game it (alt+enters) changes from fullscreen to windowed.
-In the graphic options when enabling/disabling opengl (by pressing space) the arrow keys wont do anything until I press space a second time after the mode has changed.
-First and last columns of pixels sometimes freeze when it does the flashing&shaking (like using a teleporter or changing to and from flip mode in the menus). It does this to me only when my resolution was set to AUTO and not when using the 640, 800 or 1024 resolutions. Picture related. http://imageshack.us/photo/my-images/205/77759784.png (http://imageshack.us/photo/my-images/205/77759784.png)
-Sprites change color when near the screen borders in flip mode. Picture related. http://imageshack.us/photo/my-images/43/77646092.png (http://imageshack.us/photo/my-images/43/77646092.png)
My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.
Quote from: starttimartti on November 20, 2011, 08:20:44 AM
Moved this message from Beta 2.1.2 Pre-release testing thread to here and added the last bug on the list.
Few bugs found so far. Haven't tried anything else except changing the graphics options and playing 5 seconds of flip and normal mode.
-Mouse cursor is still there.
-Alt+entering to windowed and back to fullscreen still always uses the AUTO setting in fullscreen, even if I had used 640x480 before alt+entering.
-Bringing up the map or the esc quit screen while playing in flip mode scrolls the map onto the screen a bit wrong. Only the right side of the map is visible on the left side of the screen while it scrolls, but when the scrolling ends it centers itself like it should, filling the whole screen. Seems to do this too only when fullscreen resolution is AUTO (1920x1080).
-After alt+tabbing from fullscreen vvvvvv to desktop and back, whenever I press enter in game it (alt+enters) changes from fullscreen to windowed.
-In the graphic options when enabling/disabling opengl (by pressing space) the arrow keys wont do anything until I press space a second time after the mode has changed.
-First and last columns of pixels sometimes freeze when it does the flashing&shaking (like using a teleporter or changing to and from flip mode in the menus). It does this to me only when my resolution was set to AUTO and not when using the 640, 800 or 1024 resolutions. Picture related. http://imageshack.us/photo/my-images/205/77759784.png (http://imageshack.us/photo/my-images/205/77759784.png)
-Sprites change color when near the screen borders in flip mode. Picture related. http://imageshack.us/photo/my-images/43/77646092.png (http://imageshack.us/photo/my-images/43/77646092.png)
My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.
Great thanks. The mouse thing is a constant irritation for me, it never works right. :p
The columns of colour either side of the autoscreen should clear, I'll put in some extra code just in case. The other problems should be fixed in the next release.
I'll try and see what's causing that flipmode thing.
Also that miscoloured tile bug is very weird.
Thanks again for the eagle eyed hunting. :)
Well I do enjoy vvvvvv, so it's my pleasure.
3 more bugs:
-Music fadeouts when quitting the game can be heard even if the game is muted.
-When alt+entering the game to a window I sets the window size to 320x240, but uses 2x scaling for rendering, so only the top left corner can be seen in the window. I guess this only happens when I'm using AUTO fullscreen resolution.
-When enabling/disabling opengl the game gets confused about the resolution settings. Explanation follows.
If I had resolution set to AUTO before changing the renderer: After changing the renderer it renders the game using AUTO settings, but it saves 640x480 res to its settings (so the next time I start the game it will be in 640x480).
If I had resolution set to 640/800/1024: After changing the renderer it renders the game using AUTO settings and it saves the 640/800/1024 res to its settings (so the next time I start the game it will be in 640/800/1024).
Red might be bad, blue might be good. Or it could be feature and not a bug.
Quote from: starttimartti on November 20, 2011, 08:20:44 AM
-First and last columns of pixels sometimes freeze when it does the flashing&shaking (like using a teleporter or changing to and from flip mode in the menus). It does this to me only when my resolution was set to AUTO and not when using the 640, 800 or 1024 resolutions. Picture related. http://imageshack.us/photo/my-images/205/77759784.png (http://imageshack.us/photo/my-images/205/77759784.png)
^This one bug seems to happen only when the opengl rendering is disabled.
The weird terminal glitch is still there, I thought you said it was fixed. ???
Minor typo: The word in Notch's website name is spelled "tumblr," not "tumbler."
In the Linux 64 bit version, a very strange glitch happens when you exit the game through the escape key during the 'combine' scene when the lab is burst into.
(http://i.imgur.com/9W3SR.jpg?5374)
Once you enter the game again, Viridian is giant and causes some interesting level clipping errors which let you move through the walls. The giant size persists through death and through exiting the game through escape and selecting continue. The glitch is reproducible.
exiting the game completely and starting it up again causes you to return to normal size (thank goodness, I had only just finished collecting the 20 trinkets...)
Edit: Oops, guess there is truly a fine line between bugs and features :D
but anyway, happy holidays everyone.
Celtore - I'm aware of that bug, and see it as more of an easter egg at this point. Congrats on finding it! :viridian:
HOLY CRAP! That's awesome! I'm going to test it now! :D
In script editor whenever you end line with colon (:) it breaks script as it thinks that this is another script. My proposition is to change way scripts are stored. Instead of one big <script></script> tag, make several <script> tags that will be like this:
<script name="script name">(scriptcode)</script> and just fetch them all.
A person I know had this glitch on the 3DS version: You get to 'Outer Space' early through an unlooped room. No teleportation there, so you have to reload.
http://www.youtube.com/watch?v=md3QNaFl1Do
Bloody hell! How did they even get to that room after the final level midpoint?
I know said person used invincibility mode because he raged a bit through previous screens. Specifically:
22:13 drf|laptop I had already saved it at the glitched area.
22:14 drf|laptop as in, I fell through the map and wound up at that room
22:14 drf|laptop I couldn't replicate THAT part on the video but what I found was even better, trust me
In The Final Challenge, according to said person, it's possible to fall through those vertical slots before the intended exit.
EDIT: http://www.youtube.com/watch?v=MNajrFst1RI
So it's an invincibility glitch. Oh, one more thing; the person can't complete the game now. He's ended up in the normal VVVVVV Dimension, but still with the flashing destabilized screen colors. He can't access that last trinket nor get to the secret lab. :/
Oh :o Well, that's a shame, but there are a number of ways invincibility breaks the game. There's not much I can do about it.
When you turn on Invincibility, you get a message below that say "GLITCHES MAY OCCUR" or something like that.
It's game-breaking but at the same time it's fun to mess around with it.
Now...if you mess up your game because of it... delete the save file and start all over again~
Quote from: Quanyails on December 30, 2011, 03:00:47 AM
get to 'Outer Space' early through an unlooped room
well, how about getting to Outer Space from within a looped room? :D
https://www.youtube.com/watch?v=wS8-VxexQYM i call it, The Gravitron fling. and no Invincibility was used in my videos, that would be stupid.
also, another bug in the 3DS version, resetting the game so you have saved no one and have no trinkets :D!
https://www.youtube.com/watch?v=9hk-1lfXctE
again, no Invincibility.
Edit: more glitches :D!
https://www.youtube.com/watch?v=uBIzZLfOeW0
gotta do the reset glitch i made first though. IMO, the 3DS version is better then the computer version. why? cause of glitches like this, i love these :D.
Edit again: well, i did it, i froze the 3DS ;D.
i did use Invincibility though, but still! thats awesome.
https://www.youtube.com/watch?v=gLLXdpwRM9w&
Edit again again: more glitches :viridian:
https://www.youtube.com/watch?v=5MzArjPTnGQ
i call it Remote touch, because you can touch anything on the right side, and wont let you go left (in the main game)
Edit edit again again:
http://youtu.be/AL-QnYdujhY
music not looping after saving someone in a user made level.
Here are a few bugs I found long ago but was too lazy to post. These maybe already mentioned here but whatever.
It's the 2.1 Windows version.
Sometimes my windowed game just suddenly turns into fullscreen mode. I think it only happens when I pressed enter but I'm not sure. The last time I had this happen was when I pressed enter to read a terminal.
Sometimes when I play a player made level, when I check the map an entire vertical line is shown as visited. This happened once in the middle part, and recently happened at the right end.
http://i41.tinypic.com/21eyf49.png
i had a friend test the glitches i did on the 3DS on the PC version, and it seems they are there as well. all of the glitches besides the freezing one. he could not make a video, because he says fraps wont work.
seems the 3DS version has the same bugs and glitches as the PC counterpart :vermillion:
Quote from: cams on January 05, 2012, 03:25:31 PM
Sometimes when I play a player made level, when I check the map an entire vertical line is shown as visited. This happened once in the middle part, and recently happened at the right end.
http://i41.tinypic.com/21eyf49.png
I see this problem after to reach the 3rd screen of the featured level "Roadtrip to the Moon", if it's useful for somebody else for to confirm the issue.
That one's fixed in the new beta patch (which should be officially rolled out very soon, Simon's been working on it)
Really strange bug.
Okay, so I'm just playing the game, and randomly the music and SFX switch off. I turn my volume up, that's no use. And then, after a while of playing no-music (which is much worse than it sounds, considering how awesome the soundtrack is), the game just suddenly closes. I don't know what's causing it, but it seems to occur when I'm playing player levels. It also happens when I make my own level (I don't make REAL levels [yet], I just mess around in the editor). I think it might be something wrong with the music command, because it seems to happen quite a bit whenever the music changes. Never has happened in the actual game, though...
Oh yeah, and I'm using the 2.1 Windows version. Using Steam, if that makes a difference.
Yes, I registered just to post this. :P
Quote from: OJ on January 10, 2012, 12:33:20 AM
Okay, so I'm just playing the game, and randomly the music and SFX switch off. I turn my volume up, that's no use. And then, after a while of playing no-music (which is much worse than it sounds, considering how awesome the soundtrack is), the game just suddenly closes.
this happens after getting a crew, or what?
if it is after getting a crew, how long does it take to make the game close?
this happens on the 3DS version (already made a video) except the game closing part, as far as i know.
Quote from: simoroth on November 19, 2011, 07:37:49 PM
Quote from: PJBottomz on November 14, 2011, 09:05:16 PM
Quote from: Tranquilite on November 02, 2011, 08:33:24 AM
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:
(http://img.photobucket.com/albums/v18/bad_breath/Stuff/VtimerCompare.png)
Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.
My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.
So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.
Um... why do you still have 2.0? Terry released the 2.1 patch long ago.
Wow thats very strange.
I've found the issue. Its a minuscule rounding error due to the locked framerate on flash vs C++.
We never spotted it because Terry and our testers can finish most areas in about 30 seconds. :p
I'll fix that now. :D
Edit: Ok in game timers are now based on ticks and super duper accurate. Update goes live tonight.
I hate to nag, but it has been a month or so since this bug has been reported fixed, and we still haven't seen a new patch implementing it. Is the final release of 2.1(or whatever comes next) in the works, or is this bug fix never going to see the light of day?
That's a good question.
Quote from: Terry on January 09, 2012, 08:15:51 PM
That one's fixed in the new beta patch (which should be officially rolled out very soon, Simon's been working on it)
How soon is very soon?
In the beta, the new levels show up completely blank, even the ones I downloaded before.
I have the levels.rar levels in my VVVVVV folder, but their names are blank and clicking on them leads to an empty level.
If I reextract them into the vvvvvv folder while in-game, they work for that session.
It did the blank thing before I installed all the levels, I had most of them, and I didn't want to download all the new levels (I didn't play them anyway, just made levels myself usually), so I just installed the new VVVVVV before the levels.
There are some level breaking bugs:
- Crossing a warp line and immediatly turning back can make the game ignores the warp line. It can for example break the last part of Souleye's A New Dimension (use it in "Minos Made Me My Magnificent Maze", and you'll be in a large empty space leading to the final warp).
- If you die at the exact moment you enter a script box, the script will execute after you respawn. It can be used to go from CCCCCCCCC Retold's level 2 to level 9.
- Kill yourself in front of a terminal, and activate it on the moment you respawn. It ends as the previous bug.
This last one is easier if there are dialog lines before the critical moment (such as the moment the gravlines or the warps are destroyed). You just have to activate the terminal after you kill yourself, timing doesn't change anything.
If you want these awesome levels to be played correctly, please correct these glitches!
Thanks.