distractionware forums

Archived => VVVVVV Tech Support => Topic started by: Terry on November 16, 2011, 07:49:18 AM

Title: Beta 2.1.2 Pre-release testing thread
Post by: Terry on November 16, 2011, 07:49:18 AM
I'm posting this as a new thread so that people don't miss it - Simon's updated the 2.1 beta patch! It features some new OpenGL rendering code that seems to make the game run a lot smoother, hopefully sorting out all graphical issues once and for all.

You can get it from this thread! (http://distractionware.com/forum/index.php?topic=693.0)

I'm off to Minecon for about a week from tomorrow morning - if everything's running properly with this version of the patch by the time I get back, we're going to roll it out officially on steam and the mac app store. It's really important that we check it's running perfectly before we do that, though, so I'd really appreciate it if you could try out the new patch and confirm whether it's working, or if there are any major problems we've missed with it. Thanks!
 

Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: 999999 on November 16, 2011, 08:01:29 AM
:o
um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
I will comment here. Only the windows patch has been updated? There is a coming update for the linux build this week, Terry?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: simoroth on November 16, 2011, 08:05:17 AM
:o
um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
I will comment here. Only the windows patch has been updated? There is a coming update for the linux build this week, Terry?

Brand new Linux build is going up in a little bit, just getting it confirmed with my own testers before putting it out for Beta.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: bdr9 on November 16, 2011, 06:06:57 PM
I just downloaded the new Windows build and it's the same file as before. Has it not been updated yet?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: capnxtreme on November 16, 2011, 09:52:31 PM
Same here. I'm not sure if I'm getting a cached copy or something like that, but I'm downloading exactly the same file.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: xTwoTails on November 17, 2011, 04:03:52 AM
Terry's avatar has always made me wonder "where is it from" lol
downloaded and patched just in case.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: simoroth on November 17, 2011, 06:43:19 AM
Looks like a lot of people are getting the cached copy. I'll put a file up with a new name after lunch. Not sure whether its my server or a specific ISP thats doing it.

Edit: New link for the windows version up with a few new bug fixes too. :)

A new linux link will be in a bit, still have the odd person having screen scaling issues.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: Damn It AL to Hell on November 17, 2011, 05:14:54 PM
Awesome! Too bad I can't test it till tomorrow  :victoria:
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: xTwoTails on November 18, 2011, 09:38:35 AM
Yanow what happened after I patched?

I previously finished a game in 18m:07s and when the game saved itself, (Save files updated) then reloaded I appeared in "Last Straw" and the ( Game Completed ) music started to play XD
I finished the game once more , the sound stopped playing, then it started again.

-- Game Completed
Time: 18m:23s

Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: Damn It AL to Hell on November 19, 2011, 12:02:05 AM
Is there supposed to be something new in the game with the update?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: darkhog on December 28, 2011, 02:33:38 AM
Some bugs:

- If you press ESC during level testing when script is playing and then return to level, you can't go back to level editor and level hangs (not whole game, just movement and action keys). You can't press enter and the only option to go back is to go back directly to main menu which means unsaved level data is lost. Pretty serious bug.

- OpenGL + fullscreen don't work properly, but you probably already know that.

And some suggestions:

- When in Direct Mode, make tile palette work like space and shift menus and let selecting tiles by clicking them in palette. Mouse scroll will scroll tile palette up/down.
- When in normal editing mode, let us change selected tool with mouse scroll (like changing weapons in shooters) additionally to use keyboard shortcuts.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: LucasK on April 19, 2012, 03:40:49 PM
Every time i start the game, the window appears being a white screen, the game is running, but the image is not, i can hear sounds and all.  :victoria:
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: FIQ on April 19, 2012, 04:10:56 PM
What OS? Linux sometimes get their problems with libraries and such, even though just a update of the game binary shouldn't make any difference.
2.1 enabled possibility to use openGL, but IIRC it's off by default (same as 2.0).
Does rollbacking to 2.0 work?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: LucasK on April 19, 2012, 04:11:58 PM
I use Windows XP, version 2.0 works, i make my levels in that version.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: ToasterApocalypse on April 27, 2012, 12:36:12 PM
Sadly, the steam version has not been updated yet. :victoria:
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: FIQ on April 27, 2012, 05:46:34 PM
There're many reasons for this, one of them is that 2.1 is still in beta. :p
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: buzzyrecky on May 03, 2012, 06:14:15 PM
When Steam updates, will we also be getting an update for our Macs? That's what I've been waiting for.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: instant on July 03, 2012, 05:31:07 AM
Is this still in the works? On netbooks it's still glitchy and stutters from time to time.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: FIQ on August 05, 2012, 02:22:14 PM
iftrinketsless() doesn't work at all as expected as it looks for trinket data in unlock.vvv instead of the actual save.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: Dav999 on August 05, 2012, 03:04:12 PM
iftrinketsless() doesn't work at all as expected as it looks for trinket data in unlock.vvv instead of the actual save.

That's not only in 2.1, it's in 2.0 too!
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: FIQ on August 05, 2012, 04:25:52 PM
iftrinketsless() doesn't work at all as expected as it looks for trinket data in unlock.vvv instead of the actual save.

That's not only in 2.1, it's in 2.0 too!
Then where do you suggest me to put bugs?

There isn't a single bug in 2.1 that didn't as well exist in 2.0 that I'm aware of, possibly with the exception of the new joystick features.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: blue626 on August 06, 2012, 08:45:49 AM
iftrinketsless() doesn't work at all as expected as it looks for trinket data in unlock.vvv instead of the actual save.

That's not only in 2.1, it's in 2.0 too!
Then where do you suggest me to put bugs?

There isn't a single bug in 2.1 that didn't as well exist in 2.0 that I'm aware of, possibly with the exception of the new joystick features.


I'm not sure where to write about bugs glitches because there are various places. You can write in:
Or, you can create a new thread in this board. I've always done this last option. Which of the options is the right one?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: avengah on October 13, 2012, 08:19:33 PM
There is one bug in 2.1 that wasn't in 2.0 - the gravity lines have been moved one pixel to the left, which broke some of A New Dimension's automatic rooms, including Ping Pong Flippety Flap, Velocity Determines Impact, Ribbed and the one next to it.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: N on October 15, 2012, 03:17:52 PM
There is one bug in 2.1 that wasn't in 2.0 - the gravity lines have been moved one pixel to the left, which broke some of A New Dimension's automatic rooms, including Ping Pong Flippety Flap, Velocity Determines Impact, Ribbed and the one next to it.
QUIT BUMPING THREADS
The last post was 2 months ago.
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: blue626 on October 19, 2012, 09:26:55 AM
There is one bug in 2.1 that wasn't in 2.0 - the gravity lines have been moved one pixel to the left, which broke some of A New Dimension's automatic rooms, including Ping Pong Flippety Flap, Velocity Determines Impact, Ribbed and the one next to it.

Ironically, that's a fix (Did you know that already)! :D However, that fix broke some levels... should it be removed? Terry knew it would brake some levels, and it did break, so why was it fixed? I know that disalignment with spikes is ugly, but... is it better to stay it fixed or not? :-\
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: Dav999 on October 19, 2012, 09:35:09 AM
There is one bug in 2.1 that wasn't in 2.0 - the gravity lines have been moved one pixel to the left, which broke some of A New Dimension's automatic rooms, including Ping Pong Flippety Flap, Velocity Determines Impact, Ribbed and the one next to it.

Ironically, that's a fix (Did you know that already)! :D However, that fix broke some levels... should it be removed? Terry knew it would brake some levels, and it did break, so why was it fixed? I know that disalignment with spikes is ugly, but... is it better to stay it fixed or not? :-\

Maybe it's the best idea to just move the sprite of the gravity line one pixel to the left, instead of the hitbox too. There may be some levels which need pixel precision, like the aforementioned automatic rooms, and some other levels which are very hard in one version, but impossible in the other because the gravity line was moved. So, would just moving the sprite be that bad?
Title: Re: Beta 2.1.2 Pre-release testing thread
Post by: blue626 on October 19, 2012, 09:45:37 AM
There is one bug in 2.1 that wasn't in 2.0 - the gravity lines have been moved one pixel to the left, which broke some of A New Dimension's automatic rooms, including Ping Pong Flippety Flap, Velocity Determines Impact, Ribbed and the one next to it.

Ironically, that's a fix (Did you know that already?)! :D However, that fix broke some levels... should it be removed? Terry knew it would brake some levels, and it did break, so why was it fixed? I know that dmisalignment with spikes is ugly, but... is it better to stay leave it fixed or not? :-\

Maybe it's the best idea to just move the sprite of the gravity line one pixel to the left, instead of the hitbox too. There may be some levels which need pixel precision, like the aforementioned automatic rooms, and some other levels which are very hard in one version, but impossible in the other because the gravity line was moved. So, would just moving the sprite be that bad?

Terry said that, in his opinion, that would be even worse than a "barely noticeable" misalignment. Imagine a very hard room with vertical gravity lines. The player would expect to flip sooner/later, but he/she doesn't, leading to death. I don't know if rooms like this exist, though.
Perhaps leaving like it was in 2.0. is better, that's what I think. What do you think?

(Off-topic: Notice the mistakes in my post fixed in the quote (I'll also fix in the post itself). bold=added, strikethrough=erased).