WA3E Bug Topic

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MyNameIsKooky
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Post by MyNameIsKooky » Wed Apr 02, 2014 6:00 pm

llarson wrote:
Master Wonder Mage wrote:I was using 169.ogg from TheThaumaturge's music pack, and for some reason, it was super-sped up. This didn't happen with any other custom musics, and there were no command 12s in the level.
This happened to me when I used a Track from MNIK's music pack. :(
Huh. I'll try to fix that for the next version of the music pack

Also, another bug: Scritters are immune to fire traps.
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Jutomi
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Post by Jutomi » Wed Apr 02, 2014 10:26 pm

All right, what did I do this time?

I clicked to edit the dialogue for Dr. Jojo, added maybe five integers, clicked save on line 20(which didn't have any text), and it crashed on me.

Which factor(if any of them) caused this? :?

All so... can I fix this? :|
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Post by Sammy_P » Wed Apr 02, 2014 10:27 pm

Jutomi wrote:All right, what did I do this time?

I clicked to edit the dialogue for Dr. Jojo, added maybe five integers, clicked save on line 20(which didn't have any text), and it crashed on me.

Which factor(if any of them) caused this? :?

All so... can I fix this? :|
had this issue (finished writing on a 10-interchange dialog)

i couldnt access it, so i had to rewrite it :(
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Qloof234
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Post by Qloof234 » Wed Apr 02, 2014 10:34 pm

There's a byte in the .DIA file that seems to have some relation to text formatting. If that number goes above 101, the Editor crashes when you try editing the dialogue.

The problem is, the number increases whenever you save and exit the dialogue, even if you don't make any changes. Using a HEX editor to decrease the value causes the text formatting to break (interchange contents might get pushed into a reply, for instance).

There's not really much that can be done about this other than trying to open and close the dialogue as little as possible. :(
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Jutomi
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Post by Jutomi » Wed Apr 02, 2014 11:00 pm

So, does that mean I can't make any more interchanges, or does that just mean that that happens to one dialogue box?
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StinkerSquad01
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Post by StinkerSquad01 » Wed Apr 02, 2014 11:03 pm

Well, .dia files contain the info for all the interchanges and such of a dialogue, so the entire thing is affected.
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Jutomi
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Post by Jutomi » Thu Apr 03, 2014 12:14 am

Yes, but I can still access my old dialogues.

Unless you mean that I can't save them... :?
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Wonderman109
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Post by Wonderman109 » Thu Apr 03, 2014 10:25 pm

I think so, is that it?

And I found more errors while testing my premier.

1: If you Pow something ahead of you right before you hit it, it gets smashed and you don't get burned unlike most of the time. However, there's some split-second timing needed. I used it as part of a puzzle.


2: Maybe not a glitch, but when you blink onto ice while sliding on ice, you keep sliding in the same direction until you reach normal ground.


3: You can use the Double Quick inventory glitch twice as fast if you double-click your bag.


4: If you step on a conveyor as a button is being pressed to move it, the game makes an invisible floor tile where the lead should have gone, and the trail continues in a different direction as normal.


5: When using the Flip Glitch, stinkers' accessories don't move with them, amusingly.


6: An inactive Kaboom! with an animation will not perform its animation once activated until the level is either left and re-entered or the game is saved and re-loaded.


7. Once, CMD 22 didn't work the first time I tried a dialog that should have changed, but it did change the second time.
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Post by jdl » Thu Apr 03, 2014 11:05 pm

Yeah, command 22 can be very glitchy sometimes. I hope to see it fixed because it's a very useful command to have!


When an NPC's Anim is changed, the change does not take effect until after you've talked to the NPC again. This /might/ be caused by the change being executed while in a dialog, but I'm not sure.
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Jutomi
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Post by Jutomi » Thu Apr 03, 2014 11:25 pm

I'm kind of relying on that for Dr. Jojo. :roll:
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Post by Pawelec » Fri Apr 04, 2014 3:27 pm

jdl wrote:Yeah, command 22 can be very glitchy sometimes. I hope to see it fixed because it's a very useful command to have!
Actually, I found out that to avoid glitches with CMD 22 you should (or rather shouldn't) do two things:
1. NEVER EVER run CMD 22 inside a dialogue.
2. NEVER EVER use CMD 21 with Data2 set to anything other than -1 - just use CMD 22 for the purpose of changing starting Interchange. It seems 21's Data2 and 22's Data2 do not like each other.

I've had no CMD 22 glitches since I obey those rules (and the errors were surprising me quite often before).
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Jutomi
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Post by Jutomi » Fri Apr 04, 2014 3:32 pm

All so, command 51 acts a bit strange.

If you use it to change the movement properties of a creature, it sometimes works, and sometimes doesn't; but I'm pretty sure I know why.

I believe that the logic behind it is this:
If you place a command on the map to change the logic of some creature(s) with similar id-to-data4, and then place a creature, that creature won't be modified.
If you place the command after you've placed your creature(s), it works.
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Post by Qloof234 » Fri Apr 04, 2014 3:33 pm

RE: CMD21/22 - That's... Really weird. I've used both CMD21 (With Data2 as something other than -1) and 22 in combination, and I've never had any issues with it like that. :?
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Apr 04, 2014 4:09 pm

Qloof234 wrote:RE: CMD21/22 - That's... Really weird. I've used both CMD21 (With Data2 as something other than -1) and 22 in combination, and I've never had any issues with it like that. :?
Same here.
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yot yot5
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Post by yot yot5 » Fri Apr 04, 2014 4:09 pm

MyNameIsKooky wrote:
Qloof234 wrote:RE: CMD21/22 - That's... Really weird. I've used both CMD21 (With Data2 as something other than -1) and 22 in combination, and I've never had any issues with it like that. :?
Same here.
Same here X2.
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Post by Pawelec » Sat Apr 05, 2014 11:30 am

yot yot5 wrote:
MyNameIsKooky wrote:
Qloof234 wrote:RE: CMD21/22 - That's... Really weird. I've used both CMD21 (With Data2 as something other than -1) and 22 in combination, and I've never had any issues with it like that. :?
Same here.
Same here X2.
In fact I have no issues on my Windows 7 laptop. They only occur on my sister's Windows XP. For a long time I've been thinking people writing about CMD22 glitches just don't know how to set it up properly :lol:
But one day I had a sudden dialogue error when testing my level on my sister's PC... On my laptop it worked fine.
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Post by Wonderman109 » Sat Apr 05, 2014 6:01 pm

I changed the darkness in a level, did the save/load thing, and it re-set to the original light level one time.
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Post by Pawelec » Sat Apr 05, 2014 6:13 pm

Wonderman109 wrote:I changed the darkness in a level, did the save/load thing, and it re-set to the original light level one time.
This was always present. I remember a level in which I had to change lighting to pitch black with CMD and then I realised the whole thing could be cheated using savegame and spy-eye :cry:
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Post by Wonderman109 » Tue Apr 08, 2014 2:27 am

Ice walls on the level edge become non-ice walls. :x
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llarson
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Post by llarson » Wed Apr 09, 2014 1:28 am

Not sure if anybody said this, but when I tried to make my level 101+ an Array Index Out of Bounds appeared in my face. It was used for setting it to width however....not sure if this works for height (most likely though).
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Jutomi
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Post by Jutomi » Wed Apr 09, 2014 1:43 am

Why'd you make a level over 101 blocks wide? :shock:

What are you planning?
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Qloof234
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Post by Qloof234 » Wed Apr 09, 2014 1:51 am

Yeah, levels can't be larger than 101x101. Even then, it's better to stay below that limit - the level will take less time to load and there'll probably be less empty space.
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Jutomi
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Post by Jutomi » Wed Apr 09, 2014 6:38 pm

Hmm, interesting.

Apparently opening your inventory while you're flashing something makes the game unplayable. :mrgreen:
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Post by Wonderman109 » Fri Apr 11, 2014 2:00 am

Apparently you can manipulate magic direction by shooting magic while moving or sliding on ice. It's difficult to understand but not that hard to do once you figure it out, and it makes some evil puzzles when combined with ice walls and ice. :twisted:
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Wonderland King
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Post by Wonderland King » Sat Apr 12, 2014 4:05 pm

This bug isn't that bad, but one of the options for the starship is "Yes: Turning" and "No: Turning", instead of "Turning: Yes" and "Turning: No".

P.S. When the new version of the editor is out with the bug fixes, will this topic be locked or deleted to avoid confusion?
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Post by |Cookie| » Sat Apr 12, 2014 5:40 pm

In the adventure select menu, when you press "Exit" while holding F12, it won't let you leave, but the logo from the menu will come to the adventure select menu, it looks cool IMO. :lol:

The only bad thing is that it'll follow you everywhere, even inside an adventure. (Atleast until you leave it, or until you come back to the menu). :P
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llarson
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Post by llarson » Mon Apr 14, 2014 7:45 pm

Not sure if this has been mentioned, but I flashed a ghost and it seemed to stay for a couple seconds before disappearing.
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Wonderman109
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Post by Wonderman109 » Tue Apr 15, 2014 2:30 am

That goes for all monsters for some reason, but the glitch is purely visual. They are moved exactly when the spell-ball hits them, but the game needs time to load the object's costume elsewhere.

EDIT: I also found that the Brr-MAV thing for stinkers applies to purple, red, and dark stinkers too. So, only regular blue stinkers can be frozen 'safely.'
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Qloof234
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Post by Qloof234 » Tue Apr 15, 2014 4:04 am

Wonderman109 wrote:I also found that the Brr-MAV thing for stinkers applies to purple, red, and dark stinkers too. So, only regular blue stinkers can be frozen 'safely.'
Image

It's not just "specific colours don't work", I think... There seems to be something a bit more going on here. In testing it in a level with one of each Stinker texture, the game crashed the moment I tried freezing a blue Stinker.

In fact, after checking a hypothesis I had, I managed to make this happen:

Image

Both these NPCs have the same ID, the same default settings (Happy expression), and there are no NPC change buttons in play. There's also a red Stinker with a unique ID, and a dark Stinker with the same value as Shadow/Fire/Green/White Stinkers. Freezing the blue or purple ones result in the above, freezing the red one results in just the red one's expression changing (ie. how it's supposed to work), while freezing the dark Stinker crashes the game.

My guess is that the game basically uses an NPC Change command (keyword basically, I'm not saying this is literally how it works) to change the NPC's expression when frozen. Since there aren't any locations in any of the trilogy games where this can happen, I'm not surprised it's gone undetected.

The question is, does it happen in the old Editor? Does anyone know?
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Post by llarson » Tue Apr 15, 2014 5:12 am

Qloof234 wrote:The question is, does it happen in the old Editor? Does anyone know?
IIRC This actually happened in MZRH when you froze a stinker to solve a puzzle involving a bunch of 'plain' stinkers and a spikeyball. I was wondering how that was managed actually :lol:
Last edited by llarson on Tue Apr 15, 2014 5:32 am, edited 1 time in total.
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