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Some issues (2.8.0)

Posted: Thu Aug 12, 2010 1:00 am
by Seth
Good day.

I decided to make a thread where I can report glitches and some other things (possible bugs) I found weird.

General:
I: All the weapons seem to attack slowly, I am not sure if this is intended.
II: There is no rendering at the bottom of the screen. This appears to be a trick to make the game run more smoothly (which is good), but it looks awkward at times. Is there some way to enlarge the field of view?
III: This is a bit random, but clipping issues occur, making your character unable to receive damage. Perhaps this occurs after loading a module three times.
IV: Probably a physics problem, but blood does not dry out very quickly. This is especially noticeable in the Elf module.
V: Here is something interesting: when you swing an unlit torch at a burning torch on the ground, the unlit torch does not set aflame. (minor observation)

Adventurer:
1: There are two spell books (magic missile) in this module, rather than one.
2: The grub-bug on the campfire doesn't exist. Was this intended? I find it inconvenient since there does not seem to be another way to light the torch.

Healer:
3: The heal action does not always display the effect, usually during movement.
4: The shield is red/yellow instead of gray/yellow. (minor observation)

Soldier:
5: The trog sometimes appear out of the prison it lives in.
6: The chocobone [sic?] will sometimes run towards torches, resulting in suicide.
7: The game freezes in one of the rooms. It's in the room with the two skeletons. There is also a very annoying effect (same room) where the "immune" text pops up in frequency.

Elf:
8: The running animation for the lumpkin transformation look extremely awkward. He moves very quickly!


It is hard to continue. The game freezes up often, typically during the second try of a module.

If anybody needs to see pictures, please let me know.

Posted: Thu Aug 12, 2010 5:03 am
by Zefz
General:
I: All the weapons seem to attack slowly, I am not sure if this is intended.
This was more or less intended. I recently implemented a system where your dexterity affected your attack speed, but the system might need more tweaking and balancing yet.
II: There is no rendering at the bottom of the screen. This appears to be a trick to make the game run more smoothly (which is good), but it looks awkward at times. Is there some way to enlarge the field of view?
This is a small bug caused by optimization. I'm not sure where in the code this is done, as it was birdsey who did this.
III: This is a bit random, but clipping issues occur, making your character unable to receive damage. Perhaps this occurs after loading a module three times.
This is a problem with the collision detection code. Maybe the collision list is getting filled without ever emptying? I have encountered a similar problem with all the mephits in Abyss 2 module.
IV: Probably a physics problem, but blood does not dry out very quickly. This is especially noticeable in the Elf module.
I think this is a problem because particle IfHitGround does not trigger.
V: Here is something interesting: when you swing an unlit torch at a burning torch on the ground, the unlit torch does not set aflame. (minor observation)
flame sensitivity not high enough? I did code so that all fire particles with appropriate size can light a torch.
Adventurer:
1: There are two spell books (magic missile) in this module, rather than one.
2: The grub-bug on the campfire doesn't exist. Was this intended? I find it inconvenient since there does not seem to be another way to light the torch.
I fixed the campfire not spawning. I also fixed the spell book spawning twice. It was listed twice in the spawn list for some reason.
Healer:
3: The heal action does not always display the effect, usually during movement.
4: The shield is red/yellow instead of gray/yellow. (minor observation)
You have a good eye to notice such details :P (and played a lot of Egoboo 2.22?)
Soldier:
5: The trog sometimes appear out of the prison it lives in.
6: The chocobone [sic?] will sometimes run towards torches, resulting in suicide.
7: The game freezes in one of the rooms. It's in the room with the two skeletons. There is also a very annoying effect (same room) where the "immune" text pops up in frequency.
I noticed the Trog escaping his prison before... but I thought I fixed this. Braziers seem a bit deadly at the moment, damaging everything that comes too close. The creeze bug is more tricky and will need some more serious debugging.

[/quote]
Elf:
8: The running animation for the lumpkin transformation look extremely awkward. He moves very quickly!
I have forgotten to correct the animation speed for transformed lumpkins :P This was easily fixed.


Also:
I fixed a random crash bug caused by SDL_Mixer on windows.

Posted: Thu Aug 12, 2010 6:00 am
by Seth
Zefz wrote: This was more or less intended. I recently implemented a system where your dexterity affected your attack speed, but the system might need more tweaking and balancing yet.
Well, it is rather irritating in the healer module once you reach the tranches. But maybe I'm just shallow. Ah well.
Zefs wrote:This is a problem with the collision detection code. Maybe the collision list is getting filled without ever emptying? I have encountered a similar problem with all the mephits in Abyss 2 module.
I have not tried Abyss 2 yet so I cannot comment on that. Same for the collision list.

To elaborate on the clipping: just about all the actions in the world become hollow. Enemies don't take damage, allies do not take damage. Characters can walk through anything as long as it is on the map. You cannot ride animals. Basically: it's a ghost world.
Zefz wrote: I think this is a problem because particle IfHitGround does not trigger.
It triggers slowly, it seems. And the blood spins on the ground, looking quite silly.
Zefz wrote:flame sensitivity not high enough? I did code so that all fire particles with appropriate size can light a torch.
Good. Does this include the campfires? Torches do not seem to set aflame when you hit them.
Using a lit torch can always light unlit torches, so it is not a big deal.
Zefz wrote: You have a good eye to notice such details :P (and played a lot of Egoboo 2.22?)
I am not sure if I played "2.22" exactly, it's been a long time. But the gray/yellow shield was in 2.7.4.
Zefz wrote: I noticed the Trog escaping his prison before... but I thought I fixed this. Braziers seem a bit deadly at the moment, damaging everything that comes too close. The freeze bug is more tricky and will need some more serious debugging.
Maybe the prison has a clipping issue? In any case, it is a random problem. (also, there's a little error in your post)

I do not have much else to report, although something about the lighting in the thief module does not seem quite right. I remember it being darker, which would make sense for a cavern map.

Thank you for responding!

Posted: Thu Aug 12, 2010 11:39 am
by Zefz
The Rogue Starter can easily be made darker if needed.

Any particle marked as FIRE can light a torch. Before only particles that dealt damage and was marked FIRE could light torches.

Posted: Thu Aug 12, 2010 4:14 pm
by octagon
Good observations! Bug reporters like you are always a great help to the community.
Zefz wrote:Braziers seem a bit deadly at the moment, damaging everything that comes too close.
Indeed. I once bumped into a brazier with my DragonHide! elf, and it insta-killed me... I had lost a tiny bit of life before, though. D:

Posted: Thu Aug 12, 2010 6:15 pm
by penguinflyer2222
octagon wrote: bumped into a brazier with my DragonHide! elf, and it insta-killed me
O.O

Posted: Thu Aug 12, 2010 6:35 pm
by bgbirdsey
There is currently a bug with the size of the fire particles and the collision box of the braziers that will trap and kill almost any creature that wanders within range. You can see this clearly in the Elf starter.

I am working on an update of the collision code, but there is still a minor problem with platforms that I need to clear up first (i.e. the odd shifting bug that happens, say, in the tourist starter that practically throws you off the platforms when they change direction).

Posted: Thu Aug 12, 2010 7:34 pm
by Seth
I had more time to try the thief module. Here are some observations:
1: The cinquedeas have the wrong names (they're called knives now).
2: It seems all the shields are red/yellow. I wonder why?
3: Possible glitch: the chain ball gets stuck in the bear traps.
4: About the "sliding to the left" glitch: this probably occurs whenever you get on-top of little reliefs in the maps. You slide in any direction too, not just left.
5: The hit detection should be improved. I recall hitting a Cobol with a pickaxe just a few inches away. Also, point-blank hits do not seem to work all the time. Arrows/bolts may need improvement as well. I would take screen shots but it is not easy hitting F11 during combat.

This module has not crashed/frozen on me yet. No clipping issues yet, either.

As for the lighting, I think a poll should be made about that, since it seems like a matter of preference.
I haven't finished the thief module (since it's hard) or the g'nome one, but I do have time today. Perhaps some bugs only apply to certain maps.
octagon wrote:Good observations! Bug reporters like you are always a great help to the community.
Well, I am glad nobody is taking it negatively.

Posted: Thu Aug 12, 2010 9:36 pm
by Zefz
1. Fixed
2. Fixed
3. Fixed
4. I noticed that you stop sliding if you press the UP button. any other control button will resume the sliding.
5. I think birdsey is working on this at the moment :)

I already made the Rogue Starter slightly darker. Instead of broad daylight it was more like before.

Posted: Thu Aug 12, 2010 11:30 pm
by Seth
I tried the Elf module again. Here some oddities:

1: The A.I. is a little strange. I saw a Lumpkin, with two claws, running into a wall and swiping madly. Not sure what was going on. This also occurred with a Lumpkin on the left side of the fortress. Possible explanation: they were hostile to the crabs?
2: In one playthrough, the Lumpkin with the gonne fell off his (its?) platform, it would seem. He went into the river, but managed to shoot me.
3: One time, the idol already got destroyed. Perhaps a Lumpkin misfired.
4: I know this has (kind of) already been addressed, but the tipis are also sensitive to touch. When I was trying to burn them, I was getting pushed like crazy- it was like pinball! You should have seen it...
5: There is a graphical "hiccup" when you change armor. This also occurs when you transform.
6: When you drop the green spell books, they appear as red. I seem to recall a similar problem in the wizard module.
7: Here is a strange one: when you drop lit torches while moving, they are thrown far in some random direction. If, for example, you run forward and drop a torch, it will get thrown backwards. But all unlit torches drop like normal.
8: I saw one instance, at the Lumpkin crowd, where a Lumpkin had a burning torch with no fire particle visible. No idea why that happened. Rendering issue I suppose?
9: The Lumpkins' animation does not look quite right. Often they walk without looking like it. The running animation might be too fast, also.
10: Seems to occur in general: you can sometimes hear the defend sound effect when attacking, maybe right when you kill foes. Was this intended?
11: If you change game settings, save, and exit the game, then the game settings return to normal. (changes in the text document do save, however.)
12: I tried the Elf module again and -I am not kidding- the elf has pale blue skin AND a blue icon! He also says "...Hey!" instead of "Baseball Kirby". What in the world is going on here? Is this from excessive use?

Also, in the Healer module, when I plowed through the third room, the fairy just paused near some corpses. When I head west, it literally flew over the walls to reach me. The fairy also paused when it was near a brazier. This oddity will be tough to figure out, it seems. While trying the Adventurer I also noticed it is possible to clip through the green cube after it "eats" you. That probably occurs as long as the cube does not change directions. In the same module: there is also a Trog with a red tint, for some reason.

One last thing: when you attack idols, they display the same messages as living objects ("almost dead!"). I find this silly. Could you please create text that makes sense for inanimate objects?

As usual, I am grateful for any responses you have.

Posted: Fri Aug 13, 2010 7:31 am
by bgbirdsey
When I head west, it literally flew over the walls to reach me.
This has always happened.

Posted: Fri Aug 13, 2010 12:09 pm
by Zefz
Seth wrote: 12: I tried the Elf module again and -I am not kidding- the elf has pale blue skin AND a blue icon! He also says "...Hey!" instead of "Baseball Kirby". What in the world is going on here? Is this from excessive use?
This is the rare and "secret" jive elf :)
Seth wrote: there is also a Trog with a red tint, for some reason.
This has always been so.

Posted: Fri Aug 13, 2010 9:21 pm
by Seth
Zefz wrote:This is the rare and "secret" jive elf :)
Drat, I should have put a spoiler on it.
I read one of your posts on the forum.
Well shoot. I had a slight feeling there was some texture bug, but I'm wrong. Pardon me!
Zefz wrote:This has always been so.
Hmmm. I do not recall this from earlier versions. But since it is intended, there is no point in complaining.

Anyway, here is a new problem: after rescuing the fairies from the Elf module, thus finishing, I got killed fighting Lumpkins (I was feeling lucky), so after I pressed escape, my character did not save. I understand the awkwardness of playing a dead character, but this is a little misleading. Is there a way to change the code so dead characters do not proceed like they finished the module?
Another thing is that shot arrow will sometimes flip vertically on the ground. Probably unavoidable with particles.
The gravestone also sometimes displays the "immune" text when hit.

Anyway, I am glad to say that the Elf module has not crashed or frozen on me as of yet. I think the clipping issues only occur on the healer module and the soldier one.
I do not have any serious problems to report, since they were reported already.

Posted: Fri Aug 13, 2010 11:32 pm
by Zefz
The characters not saving while dead is very intentional. If you die, you HAVE to respawn (simply press space) before you can export your character. Modules such as the Tourist Starter don't allow respawning and require you to survive the entire module!

But if there was no option to abort your exit after pressing escape, we might add a "force respawn" when you Exit after respawning. This WILL cause your inhand items to be lost (because you didn't pick them up after dying) and the money lost while dying as well.

The "Immune" text is because you didn't deal enough damage to go through the Grave Stone damage resistance. The Grave Stone has 2 damage resistance to prevent it to be destroyed from unarmed attacks.


Also for the interested, here is a changelog since 2.8.0 was released. We're getting at least a number of bugs fixed!

Code: Select all

- Update: Various modules are now slightly darker than before.
- Update: Money is easier to pick up now.
- Update: Kite Shields now have a small chance to be Kursed.
- Bugfix: Fixed shield blocks being incorrectly displayed.
- Bugfix: Tweaked the dismount timer so that there is less object clipping.
- Bugfix: Incorrect icon being displayed when being morphed and mounted.
- Bugfix: Fixed exporting issue when Egoboo wasn't correctly installed.
- Bugfix: The Iron Ball attached to your leg can no longer get stuck in Bear Traps.
- Bugfix: The Greenleaf plant in the Wizard Starter is now grabbable again.
- Bugfix: Potion Trader in Zippy Town correctly spawns potions again.
- Bugfix: Fixed morphed Lumpkin spell having incorrect move animation speed.
- Bugfix: Removed duplicate spellbook in Adventurer Starter
- Bugfix: The Grub Spit in Adventurer Starter should properly spawn now.
- Bugfix: Fixed splash and ripple particles being incorrectly loaded.
- Bugfix: Fixed Lava not damaging.
- Bugfix: Ghouls in the Paladin Starter should spawn properly again.
- Bugfix: Fixed the game crashing whenever you saved the Sound Settings.
- Bugfix: Setup settings are properly saved now.
- Bugfix: Fixed input settings not being properly saved on Linux.

Posted: Sat Aug 14, 2010 12:27 am
by Seth
Zefz wrote:The characters not saving while dead is very intentional. If you die, you HAVE to respawn (simply press space) before you can export your character.
For the record: I like to play on hard mode since I prefer not to lose my experience points. The dead characters not saving when the level is finished isn't a major problem for me, it is just an observation I made.
Zefz wrote:The "Immune" text is because you didn't deal enough damage to go through the Grave Stone damage resistance.
Thank you for the clarification.