Mover bugs to fix for v469

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Mover bugs to fix for v469
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Vandora
USER: CHAMBERLY

DominatingDominating
PostPosted: Sat Nov 02, 2019 20:06    Post subject: Mover bugs to fix for v469
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Can all of you give some example and how to produce some mover bugs? I'm hoping to squish this in v469.

Also discussed on ut99.org discord #mapping.

Note: Be aware this is to eliminate some odd behavior that wasn't supposed to be there. Not to add new suggestion to change the engine.

More here: https://ut99.org/viewtopic.php?f=12&t=13572&p=115576#p115576


RoelerCoaster
USER: MMI

i4Games Trusteei4Games Trustee
PostPosted: Sat Nov 02, 2019 22:17    Post subject: Reply with quote


  • In online play, the appearance of a mover seems to "desync" with its actual location. That is, it appears at a different location than it really is. This is when a mover has to move a long time between two keys. The mover seems to "sync up" with its appearance at keyframes.

    This happens both with movers that move straight and slowly over a large distance, and with rotating movers.

    Some examples I can think of:

    • The long mover on CTF-BT-AbilitaPunteria
    • The end-lift on v2 of BT-(Boo)DreamsMaker (the lift was changed on v3)
    • The rotating movers on BT-(GavNeo)GSSE-Rebuild
    • The rings on BT+D!@blo

    There are many more examples, but this is what I could think of right now.

  • Movers turning invisible. It happens more in online play, but movers can also turn invisible offline. They usually turn invisible in either the opened or the closed state. It seems very difficult to repoduce, and I am not 100% sure what causes it, but it seems to be related to some of these things

    • The number of movers in the area
    • The complexity of brushes in the area
    • Movers intersecting other brushes

  • Something I call the "Flying high"-bug. When a mover moves up very fast (eg 0 seconds) and you are in-air above the mover when it moves up, sometimes you get boosted high up in the air. The was a problem on my CTF-BT-oo's (without the '!').

    I have rarely seen it tho, so I can't think of an example map. I'll see if I can make a quick example map to reproduce it.

    EDIT: Example map here: https://1drv.ms/u/s%21Anxpjtr-GBc2coRyz7kUJcKauTM?e=cSVdIw

    Just walk forward over the button and fall down. When the mover moves up you are suddenly high up in the air.

  • You can sometimes glitch though quickly moving movers, especially with higher ping.


I know one more thing, but I feel that fixing it may have an impact on BT:

  • The collision of movers is sometimes not completely correct, especially near slanted surfaces or sharp corners. For example, triangular ramps may sometimes have a bit of extra collision "sticking out" the end.

    An example I can think of are the mover ramps at the end of BT-SolarMoon.

    Although this is buggy behaviour, this behavouir is sometimes used on runs in BT maps, eg for (small) shortcuts. So if this would be fixed it would invalidate those runs. Also, I dunno if there are BT maps that rely on this bug to be there.


Last edited by RoelerCoaster on Wed Nov 11, 2020 17:34; edited 2 times in total


OwYeaW
USER: OWYEAW

DominatingDominating
PostPosted: Tue Nov 05, 2019 18:48    Post subject: Reply with quote

i think roel summed everything up perfectly

basically movers going visually out of sync, especially on movers using RotationRate, they kind of always go out of sync online

and then there is this invisible collision that mostly happens in movers with triangular shapes + sloped surfaces
as roel pointed out; fixing that could actually break BT maps, and im sure there are lots of records done with such bugs

anyways whatever, interested to see the result of this


Vandora
USER: CHAMBERLY

DominatingDominating
PostPosted: Sun Nov 10, 2019 18:55    Post subject: Reply with quote

I'll look at them soon, thank you!

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