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SF Bugs for MP or SP
Please only report bugs in this topic; only confirm bugs if you can give more info. If the game crashed a crash log would be helpful, you can find it in users > your user > library > logs > CrashReporter. Mere suggestions for a future version should be posted to the appropriate topic; these, and all other kind of posts are not appropriate and will be removed. Also, please leave out your signature (there is a checkbox when you post to do so). Thank you for your cooperation.
Name:
Mac OS X Version:
Computer:
SketchFighter Version:
SP or MP:
If SP, Normal or Hard:
If MP, how many stars did the other player's connection have?
Level:
Bug:
I don't know if this is a bug or not, but here goes:
simX and I noticed this while playing the Crazy Level cooperatively (Sketchfighter 1.0.0). Made aware of the problem, I have noticed that it also happens occasionally in single player (both normal and hard). Sometimes, when a boss is killed (i.e. the forest boss), or when rocks near, or overlapping, walls (i.e. ice crystals in the Ice Caves) are broken, the bonuses (health, stars, &c.) are placed in the wall, where the player(s) cannot get to them. Possibly not a bug, but it is annoying.
xander
This post has been edited by darwinian : 04 December 2006 - 10:03 AM
I found two bugs. See the topic on boss 7 for the first one. This bug is not dependent on version, computer, etc.
The second one is more regular:
Mac OS X Version: 10.3.9 Computer: 400mhz G4 (yeah, I know <_<) SketchFighter Version: 1.0.0 SP or MP: SP If SP, Normal or Hard: Normal Level: Volcano Bug: The Skull Tank Boss backs into a corner and stays there, impossible to defeat.
This post has been edited by Zacha Pedro : 08 December 2006 - 03:09 PM
Mac OS X Version: 10.4.8
Computer: Mac Book Pro
SketchFighter Version: 1.1.0
SP or MP: SP
If SP, Normal or Hard: Hard
Level: The Wasteland
Bug: While fighting the boss, it managed to clip behind the leftmost door while off screen.
(EDIT) The same thing happened with the mini-boss in the dark area. (/EDIT)
Don't think this was OS dependant, but if you ram the finish line bouncers on the race track just right, it lets you through and you finish with a time of 39 seconds. I couldn't finish it legally, so I tried to cheat, and it worked.
10.4.8
original (Core Duo) base Macbook, upgraded to 2GB
1.0.0
SP
Normal
End Zone
The first boss...got away, somehow. The smart gun could not find it. I think it got beyond the wall and way off screen and never came back, but I'm not sure, things are a tad busy there. It's possible I killed it and wasn't permitted to advance. I can't remember if the boss status display remained. I only saw this once.
This post has been edited by cgull : 07 December 2006 - 04:10 AM
@cgull, on Dec 7 2006, 09:05 AM, said in SketchFighter Bugs:
I, too, had this happen to me last night. The boss went up the tunnel that you come down. However, because there are repellers along that tunnel, you can't go up it after him. Basically, he leaves the arena.
Computer: Standard iBook G4
SketchFighter Version: Current
If SP, Normal or Hard: Normal (might be in hard, dont know)
Level: I presume area, Factory (where the moving blocks are that lead to the ice world area)
Bug: When coming back from Ice Worlds, hitting the first square block (after the first up/down rectangular moving blocks) I hit the top left corner of that block causes my ship to explode. I have all ship/sheild upgrades, and It doesn't matter if I have full 300% shields. I encountered this bug on other areas as well, also in the factory.
This post has been edited by Zacha Pedro : 08 December 2006 - 03:11 PM
Mac OS X Version: 10.3.9
Computer: 1.33GHz iBook G4, 256MB RAM
SketchFighter Version: 1.0.0
SP or MP: Multiplayer.
Other players had 3-4 stars, I have a Restricted NAT warning (and apparently 3-4 stars as well). I am always player two.
Level: Forest, Wasteland, probably other levels I have forgotten.
Bug: One second before the MP game finishes, I get disconnected with the notice "other player returned to lobby (not enough bandwidth)". From what I have heard from one person this happened with, the final score display did come up for them in at least one instance. I do not know if that always happens, though, and the score generally does not get logged (unfortunately, I do not know if the final score display came up the one time I am absolutely positive the score was not logged. Newt: if you read this, did you get an end-of-game summary on the lost 107000-point game?). This bug does not happen every time I play, only occasionally. Usually gameplay is fairly jerky before this happens, but jerkiness is very common on my system, and does not always lead to dropped connections.
Edwards
@edwards, on Dec 7 2006, 09:17 PM, said in SketchFighter Bugs:
I have also encountered this bug with Edwards, and I believe I do get the final score display. When I return to the MP game config screen, it appears that Edwards is silent for a few seconds, and then it boots me back out to the lobby saying Edwards has disconnected.
This post has been edited by simX : 08 December 2006 - 11:17 AM
@edwards, on Dec 8 2006, 12:17 AM, said in SketchFighter Bugs:
One second before the MP game finishes, I get disconnected with the notice "other player returned to lobby (not enough bandwidth)". This bug does not happen every time I play, only occasionally. Usually gameplay is fairly jerky before this happens, but jerkiness is very common on my system, and does not always lead to dropped connections.
This may happen if you or your opponent are downloading in the background, which starves SketchFighter for networking bandwidth. We also saw this during beta testing when someone's router was doing packet shaping.
The reason this tends to happen at the end is that the game detects this when a reliable packet (such as grabbing a pickup or the end of game score negotiation) arrives and the starvation is detected.
Quote
From what I have heard from one person this happened with, the final score display did come up for them in at least one instance. I do not know if that always happens, though, and the score generally does not get logged.
Unfortunately, if both clients don't confirm the score before the disconnect, it's not posted to high score server.
Computer: iBook G4 1.33Ghz (12")
Level: Volcano
Bug: I was not playing when this happened, but I watched it. When you are trying to get the super wave, you can ram the barrier just above it, and it'll put you into the wall (you have to angle at the sid eof the barrier, left side works), and then you can fly through the wall and grab the super wave. You can then do the same trick to get out. Repeated several times, and from a save.
However, it seems that when the adjacent barrier is down, it doesn't work anymore. So, if you CAN get to it legitimately, you have to.
I'm working on reproducing it again and taking a screen, but because of some save wierdness, I've got to start over. I'm in the forest, but stupid finals are getting in the way.
MAJOR BUG:
Computer: MacMini Intel Core Solo
SketchFighter Version:1.0.0
SP or MP:SP
If SP, Normal or Hard:Normal
Bug: I have not registered. I, through the glitch where you fly through the wall and fly around in the space outside (described in this topic and this topic), managed to beat the boss with the three triple turrets and the color shields. I then got the Triple Sketchfighter. Pictures:
This post has been edited by Zacha Pedro : 14 December 2006 - 06:41 AM Reason for edit: Added topic references for the glitch and removed sig
Mac OS X 10.4.8 PowerBook G4 (12", 1 GHz)
I've noticed that if my computer goes to sleep with SketchFighter active, it will wake up with SketchFighter still active. Theoretically, I have my system set to require a password when waking from sleep. A while later, the computer goes back to sleep since no password has been entered. The workaround is to hit command H when the computer wakes to allow the Unlock screen to come forward. It would be better if SketchFighter respected this setting, but maybe this is a Mac OS X issue...
(It took me a while to figure out what was happening here.)
This post has been edited by sdf : 12 December 2006 - 01:55 PM
Mac OS X Version: 10.4.8 Computer: PowerBook G4, 1.5 GHz, 12", 1.25 GB, GeForce 5200 SketchFighter Version: 1.0.0
The game crashes when I quit. I've only launched it twice, and I'm unregistered. Both times I quit, it gave me the dialog box asking me to register. I pressed the "Quit" button and the game froze. I was actually able to spin my ship around and fire my weapons, which left trails behind them. Eventually, I had to force quit - using command-option-esc didn't bring up OS X's force quit menu; rather, it simply caused the game to force quit after a few seconds. I'm kind of surprised no one has brought it up yet, but maybe I'm the only one with this problem.
Name: Daniel Staal
Computer: Mac Pro
If SP, Normal or Hard: Normal
Level: Custom. (Hard Start Star Quest)
Bug: If you defeat a boss without entering the boss area, entering the boss area gets your status boxes screwed up. (See attached image.)
The image I have shows them all blank; I have also seen them all operative, but with a permanent 'boss life bar' that isn't linked to anything. http://img456.images...picture1tl5.png (Full size, non-interlaced. Wait for it to load.) Picture.gif (66.91K) Number of downloads: 22
This post has been edited by DanielStaal : 16 December 2006 - 10:44 PM
Just had a chance to play around with SF today :). I had a crash in the editor though... Mac OS 10.4.8 Mac Mini 1.66GHz Core Duo SketchFighter Editor 1.0.0 Bug: Open one of the Sample Levels and click the Info tab. Open and close a new window. Switch back to the Map tab. Crash.
********** Host Name: SteamEngine Date/Time: 2006-12-21 01:36:15.227 +1300 OS Version: 10.4.8 (Build 8L2127) Report Version: 4 Command: SketchFighter Editor Path: /Users/Andrew/Desktop/SketchFighter 4000 Alpha/SketchFighter Editor.app/Contents/MacOS/SketchFighter Editor Parent: WindowServer (72) Version: 1.0.0 (1.0.0) PID: 1165 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000 Thread 0 Crashed: 0 libobjc.A.dylib 0x90a54387 objc_msgSend + 23 1 com.apple.AppKit 0x933eea18 -(NSOpenGLView lockFocus) + 114 2 com.apple.AppKit 0x932cd2f5 -(NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:) + 336 3 com.apple.AppKit 0x932df36f _recursiveDisplayInRect2 + 149 4 com.apple.CoreFoundation 0x9083af26 CFArrayApplyFunction + 307 5 com.apple.AppKit 0x932cd613 -(NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:) + 1134 6 com.apple.AppKit 0x932cc473 -(NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:) + 217 7 com.apple.AppKit 0x932cd041 -(NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:) + 3239 8 com.apple.AppKit 0x932cd041 -(NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:) + 3239 9 com.apple.AppKit 0x932cd041 -(NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:) + 3239 10 com.apple.AppKit 0x932cbb78 -(NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:) + 290 11 com.apple.AppKit 0x932cb362 -(NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:) + 523 12 com.apple.AppKit 0x932cac8e -(NSView displayIfNeeded) + 439 13 com.apple.AppKit 0x932caa32 -(NSWindow displayIfNeeded) + 168 14 com.apple.AppKit 0x9331ad6c _handleWindowNeedsDisplay + 206 15 com.apple.CoreFoundation 0x9082a155 __CFRunLoopDoObservers + 342 16 com.apple.CoreFoundation 0x908291f7 CFRunLoopRunSpecific + 827 17 com.apple.CoreFoundation 0x90828eb5 CFRunLoopRunInMode + 61 18 com.apple.HIToolbox 0x92dcdb90 RunCurrentEventLoopInMode + 285 19 com.apple.HIToolbox 0x92dcd1ce ReceiveNextEventCommon + 184 20 com.apple.HIToolbox 0x92dcd0ee BlockUntilNextEventMatchingListInMode + 81 21 com.apple.AppKit 0x9324f465 _DPSNextEvent + 572 22 com.apple.AppKit 0x9324f056 -(NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:) + 137 23 com.apple.AppKit 0x93248ddb -(NSApplication run) + 512 24 com.apple.AppKit 0x9323cd2f NSApplicationMain + 573 25 ....sketchfighter_editor.plist 0x00007f86 0x1000 + 28550 26 ....sketchfighter_editor.plist 0x00007ead 0x1000 + 28333 Thread 1: 0 libSystem.B.dylib 0x90048a47 semaphore_timedwait_signal_trap + 7 1 ...ple.CoreServices.CarbonCore 0x90cdd0ab TSWaitOnSemaphoreCommon + 163 2 ...ickTimeComponents.component 0x97da4992 ReadSchedulerThreadEntryPoint + 4895 3 libSystem.B.dylib 0x90023d87 _pthread_body + 84 Thread 2: 0 libSystem.B.dylib 0x90048a47 semaphore_timedwait_signal_trap + 7 1 ...ple.CoreServices.CarbonCore 0x90cdd0ab TSWaitOnSemaphoreCommon + 163 2 ...ple.CoreServices.CarbonCore 0x90ce6ff0 AIOFileThread(void*) + 1068 3 libSystem.B.dylib 0x90023d87 _pthread_body + 84 Thread 3: 0 libSystem.B.dylib 0x90024427 semaphore_wait_signal_trap + 7 1 com.apple.ColorSync 0x9159b6bf pthreadSemaphoreWait(t_pthreadSemaphore*) + 35 2 com.apple.ColorSync 0x915b5dd0 CMMConvTask(void*) + 60 3 libSystem.B.dylib 0x90023d87 _pthread_body + 84 Thread 4: 0 libSystem.B.dylib 0x90024427 semaphore_wait_signal_trap + 7 1 com.apple.Foundation 0x9264b2f8 -(NSConditionLock lockWhenCondition:) + 39 2 com.apple.AppKit 0x93326270 -(NSUIHeartBeat _heartBeatThread:) + 377 3 com.apple.Foundation 0x925f536c forkThreadForFunction + 123 4 libSystem.B.dylib 0x90023d87 _pthread_body + 84 Thread 0 crashed with X86 Thread State (32-bit): eax: 0x00000000 ebx: 0x933eea42 ecx: 0x90a8e4d0 edx: 0x17a1a5c0 edi: 0x00000008 esi: 0x01839c00 ebp: 0xbfffe058 esp: 0xbfffe004 ss: 0x0000001f efl: 0x00010206 eip: 0x90a54387 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037 Binary Images Description: 0x1000 - 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This post has been edited by Zacha Pedro : 21 December 2006 - 12:23 PM Reason for edit: Removed signature
Mac OS X Version: 10.4.6
Computer: 1.33GHz iBook G4, 1.25GB RAM
Level: Wasteland
Bug: When fighting the Guardian in the black area of the wasteland, it is possible for the Guardian to escape through a wall and run around outside. After I ducked into the protected area near the yellow switch, the Guardian ran away as it usually does after firing, crashed into a wall, and started spinning back and forth at one of the points where two wall segments met. After about twenty seconds of this, it ended up on the other side of the wall. One of the two times this happened, it managed to get back inside the arena through one of the corners in the sheltered area, using the same spinning trick.
I was clicking in the arrow keyboard options, and the left and up options seem mixed up somehow. When I click left, it shows "new key" where up is. Now I can't get the keys the way they are supposed to be, oops. Left keeps mapping to "left" AND "up".
(additional note: from "set keys" at the Play...Options screen, I was able to restore the proper operation. But from the "escape key...Options" screen, the arrow key setup seems messed up.)
--Steve
This post has been edited by sstrat : 23 December 2006 - 11:50 AM
This might be an issue with my hardware, not the game:
Intel Core Solo MacMini, running SF4000Alpha 1.0.0: When I back up while firing, I automatically change weapons (either beam to pellets or pellets to beam, I have no other weapons) after about 2 seconds of backing while firing. I thought at first it was because I was accidentally hitting my change weapon key (numpad 0), but it happens repeatedly without my pressing the key. I am using a third party, wireless keyboard (and that may be part or all of the issue).
This post has been edited by zqipper : 27 December 2006 - 01:31 PM