I don't think that culture had cleavage windows in their armour either.Blacksky wrote:Also, I recommend making her barefoot as the culture she comes from did not wear shoes (both the people on Nex and the Earth culture that the myth belongs to).
V2.1.13 - BUG COLLECTION
Re: V2.1.13 - BUG COLLECTION
Grimrock 1 dungeon
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Grimrock 2 resources
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Re: V2.1.13 - BUG COLLECTION
Confirmed report of Dr. Disaster that throwing objects sometimes bypass blocker.
Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
- Dr.Disaster
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Re: V2.1.13 - BUG COLLECTION
FPS has nothing to do with it.badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
Re: V2.1.13 - BUG COLLECTION
Why do you think?Dr.Disaster wrote:FPS has nothing to do with it.badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
- Dr.Disaster
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Re: V2.1.13 - BUG COLLECTION
Simple: you think it was my P4 it happend on. Why else would you refer to a post i made for LoG1?badhabit wrote:Why do you think?Dr.Disaster wrote:FPS has nothing to do with it.badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
Beside: this old thread refers to secret walls, not blockers.
It might even be limited to specific blockers and not all of them. Tree, mushroom and bush blockers seem to be effected; at least it is manageable to have a thrown/fired item land on it's tile, outside the reach of auto-pickup but catchable with the mouse.
Re: V2.1.13 - BUG COLLECTION
Doesn't matter as the underlying game mechanic problem is the same, an enigne which doesn't separates clearly between world updates and rendering.Dr.Disaster wrote: Simple: you think it was my P4 it happend on. Why else would you refer to a post i made for LoG1?
Beside: this old thread refers to secret walls, not blockers.
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Re: V2.1.13 - BUG COLLECTION
Oh it does not matter if we are talking about a problem with secret walls or blockers? Talking about generalization again, are we?badhabit wrote:Doesn't matter as the underlying game mechanic problem is the same, an enigne which doesn't separates clearly between world updates and rendering.Dr.Disaster wrote: Simple: you think it was my P4 it happend on. Why else would you refer to a post i made for LoG1?
Beside: this old thread refers to secret walls, not blockers.
A secret wall has to block a single side of a tile while a blocker has to block the entire tile. In LoG1 nobody was ever able to reproduce this secret wall pass-thru effect with a blocker or entire tile under any circumstances. Up to now i have not seen this secret wall pass-thru effect in LoG2 because AH improved the collision checks. For example locating a secret wall by throwing things at it like in LoG1 is not possible in LoG2.
Re: V2.1.13 - BUG COLLECTION
sounds like an workaround (increasing the collission boxes), not like a fix in the enigne. Guess this was forgotten for the blockers, while the underlying issue is still unfixed...leading potentially to other problems in other places, now (e.g. makes timed puzzles harder in dependence of the framerate) and in future mods using the engine.Dr.Disaster wrote: because AH increased the collision checks. For example locating a secret wall by throwing things at it like in LoG1 is not possible in LoG2.
- Dr.Disaster
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Re: V2.1.13 - BUG COLLECTION
Unless you come up with a reproducable method this is just idle talk about something we have no insight in. That's the reason why i did NOT post my suspicion about this here because i've not been able to reproduce it in a reliable manner.badhabit wrote:sounds like an workaround (increasing the collission boxes), not like a fix in the enigne. Guess this was forgotten for the blockers, while the underlying issue is still unfixed...leading potentially to other problems in other places, now (e.g. makes timed puzzles harder in dependence of the framerate) and in future mods using the engine.Dr.Disaster wrote: because AH increased the collision checks. For example locating a secret wall by throwing things at it like in LoG1 is not possible in LoG2.
Re: V2.1.13 - BUG COLLECTION
Sporadic, hard to reproduce behaviour is infact a typical characteristic of timing bugs, so my assumption is reasonable.Dr.Disaster wrote:Unless you come up with a reproducable method this is just idle talk about something we have no insight in. That's the reason why i did NOT post my suspicion about this here because i've not been able to reproduce it in a reliable manner.badhabit wrote:sounds like an workaround (increasing the collission boxes), not like a fix in the enigne. Guess this was forgotten for the blockers, while the underlying issue is still unfixed...leading potentially to other problems in other places, now (e.g. makes timed puzzles harder in dependence of the framerate) and in future mods using the engine.Dr.Disaster wrote: because AH increased the collision checks. For example locating a secret wall by throwing things at it like in LoG1 is not possible in LoG2.
Also, this is about bug reporting, not finding the reason primarely so reporting this here was overall the right thing.
On the other hand if the developers would decide to open source the engine, they would have not to care anymore about the many annoying bug reports from the nasty users (and the annoying complaints about bad performance, burning GPUs and missing ports)