Now I was able to replicate it and think I may have figured out the cause of the bug. Updating the events happens between moving the player and collision detection, so the player may be slightly inside the door frame when passing through it, and when the player is positioned to the other side of the hallway partially inside the other door frame, collision detection goes crazy and throws him to an incorrect position.Juicy wrote:I managed to replicate it by touching the door frame while walking, it's so weird.Regalis wrote: This one's puzzling me. That has never happened to me and I can't think of any reason why it should work differently on different systems. What makes it even weirder is that (at least in that video) it seems to work fine when going through that one door, but not when going through the opposite, even though the logic for moving the player is identical (except for the direction of the movement)...
Re: v1.0 bugs, annoyances and more
#12I was watching a video with this 970 bug, and they could actually cause the same error that I described by only walking into the door, not even through it.Regalis wrote: Now I was able to replicate it and think I may have figured out the cause of the bug. Updating the events happens between moving the player and collision detection, so the player may be slightly inside the door frame when passing through it, and when the player is positioned to the other side of the hallway partially inside the other door frame, collision detection goes crazy and throws him to an incorrect position.
[youtube]dCgcIq3-skU[/youtube]
About 10 minutes and 20 seconds in
It slep time bunner.
Re: v1.0 bugs, annoyances and more
#13Ok. I've got a bug that's hard to explain.
So, I was in 939's little area, and one of them started darting towards me. I simply walked backwards, and it couldn't kill me. But, as soon as I either stopped or walked forward, I dies instantly. Sorry if that's hard to understand, it's a weird thing to try to explain.
So, I was in 939's little area, and one of them started darting towards me. I simply walked backwards, and it couldn't kill me. But, as soon as I either stopped or walked forward, I dies instantly. Sorry if that's hard to understand, it's a weird thing to try to explain.
Jack always comes over to my house with no pants on.
Re: v1.0 bugs, annoyances and more
#14After some messing around with the UpdateRooms function, the game runs at a stable 60 FPS for me. Now, when you close a door behind you the game stops rendering the room behind it.
Edit: I found another bug, using any item with the DNA scanner opens the door.
Edit: I found another bug, using any item with the DNA scanner opens the door.
Re: v1.0 bugs, annoyances and more
#15Not sure if a bug or some sort of error but there was an .ogg missing that caused the game to crash when I loaded the pocket dimension. I didn't get to write it down nor did I save but I was wondering if anyone else ran into this problem?
Re: v1.0 bugs, annoyances and more
#16There appear to be some rooms missing in the map editor, like for example the "room2toilets" I think it was called, the hallway with the restrooms and the buttghost, appears to be completely missing in 1.0's map editor. There were a couple others but I can't quite think of them off the top of my head.
Re: v1.0 bugs, annoyances and more
#17The severed hands now spawn properly and other items than the hand can't be used to open a door with a DNA scanner anymore.
Sounds awesome, at what FPS was it running before that? Code plz? :)juanjpro wrote:After some messing around with the UpdateRooms function, the game runs at a stable 60 FPS for me. Now, when you close a door behind you the game stops rendering the room behind it.
Re: v1.0 bugs, annoyances and more
#18I haven't looked at Reg's code yet. How was he checking which rooms to render before?juanjpro wrote:After some messing around with the UpdateRooms function, the game runs at a stable 60 FPS for me. Now, when you close a door behind you the game stops rendering the room behind it.
M-x dingus-mode
Re: v1.0 bugs, annoyances and more
#19Just based on distance and whether the player is facing the room or not.MonocleBios wrote:I haven't looked at Reg's code yet. How was he checking which rooms to render before?juanjpro wrote:After some messing around with the UpdateRooms function, the game runs at a stable 60 FPS for me. Now, when you close a door behind you the game stops rendering the room behind it.
Re: v1.0 bugs, annoyances and more
#20Yea, that's quite a few wasted computations per frame. Vector calculations aren't slow, but doing >100 every frame is going to put some stress on the CPU.Regalis wrote:Just based on distance and whether the player is facing the room or not.
M-x dingus-mode