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Re: V2.1.13 - BUG COLLECTION

Posted: Sun Nov 23, 2014 11:49 pm
by minmay
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).
I don't think that culture had cleavage windows in their armour either.

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 7:09 pm
by badhabit

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 7:20 pm
by Dr.Disaster
badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
FPS has nothing to do with it.

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 7:22 pm
by badhabit
Dr.Disaster wrote:
badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
FPS has nothing to do with it.
Why do you think?

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 7:24 pm
by Dr.Disaster
badhabit wrote:
Dr.Disaster wrote:
badhabit wrote:Sounds like a known Grimrock engine bug, where throwing range is FPS dependent.
FPS has nothing to do with it.
Why do you think?
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.

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

Posted: Wed Nov 26, 2014 7:52 pm
by badhabit
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.
Doesn't matter as the underlying game mechanic problem is the same, an enigne which doesn't separates clearly between world updates and rendering.

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 8:04 pm
by Dr.Disaster
badhabit wrote:
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.
Doesn't matter as the underlying game mechanic problem is the same, an enigne which doesn't separates clearly between world updates and rendering.
Oh it does not matter if we are talking about a problem with secret walls or blockers? Talking about generalization again, are we?

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

Posted: Wed Nov 26, 2014 8:13 pm
by badhabit
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.
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.

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 8:47 pm
by Dr.Disaster
badhabit wrote:
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.
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.
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.

Re: V2.1.13 - BUG COLLECTION

Posted: Wed Nov 26, 2014 9:52 pm
by badhabit
Dr.Disaster wrote:
badhabit wrote:
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.
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.
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.
Sporadic, hard to reproduce behaviour is infact a typical characteristic of timing bugs, so my assumption is reasonable.
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) ;)