WA3E Bug Topic

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yot yot5
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Post by yot yot5 » Mon Mar 10, 2014 2:25 pm

I don't know if anyone else is having this problem, but my Faint Magic Chargers are giving me twp charges of their respective magic instead of one. Does anyone know how to fix this problem?
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Fluffshery
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Post by Fluffshery » Mon Mar 10, 2014 2:46 pm

Do you have two pairs of gloves when stepping on them?
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yot yot5
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Post by yot yot5 » Mon Mar 10, 2014 3:09 pm

Fluffshery wrote:Do you have two pairs of gloves when stepping on them?
Oh yeah, I do. Thanks! :D
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Jutomi
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Post by Jutomi » Mon Mar 10, 2014 4:24 pm

Yeap, I was thinking that somebody could make an adventure where you'd get three glove charges from standing on one faint charger.

It sounds simple, but just think of how instead of having three different charges accessible to you at any time, you have three charges that have to be collected at the same time - even if you just want one.

I might actually make an adventure on that, eventually. :P

Unless one of you'd like to leap before me, but I'm getting off-topic.

I won't state much else except that I find data 2 and data 4 on command 12(and maybe the command itself) to be kind of glitchy. :|
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jdl
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Post by jdl » Mon Mar 10, 2014 4:26 pm

Alright so this one is a bit weird..
Whenever you start playing a hub from the very beginning, the player's starting rotation will ignore what it's set to in the hub's master.dat and will use the rotation of whatever arrow you last stepped on (if none it will use what master.dat has it set to).

Example: if you step on an arrow with a player rotation of 90 degrees, and then load a hub from the very start that has a player rotation of 180 degrees, it will use 90 instead.
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Nobody
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Post by Nobody » Mon Mar 10, 2014 11:58 pm

The Player tried to force me to use the Default profile. Attempts to use Nobody were subverted, with the Player instead trying to get me to make a new profile called SaveFiles. Various attempts at fixing this didn't work, so I just made a new Nobody profile.
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Mar 11, 2014 12:07 am

Nobody wrote:The Player tried to force me to use the Default profile. Attempts to use Nobody were subverted, with the Player instead trying to get me to make a new profile called SaveFiles. Various attempts at fixing this didn't work, so I just made a new Nobody profile.
Same.
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DEEMAN223344
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Post by DEEMAN223344 » Tue Mar 11, 2014 1:18 am

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StinkerSquad01
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Post by StinkerSquad01 » Tue Mar 11, 2014 1:19 am

Turns out if you change the tempo of the jungle music, it persists to the title screen. Ha.
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Wonderman109
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Post by Wonderman109 » Tue Mar 11, 2014 1:48 am

Master Wonder Mage wrote:
Nobody wrote:The Player tried to force me to use the Default profile. Attempts to use Nobody were subverted, with the Player instead trying to get me to make a new profile called SaveFiles. Various attempts at fixing this didn't work, so I just made a new Nobody profile.
Same.
Same as well.

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llarson
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Post by llarson » Tue Mar 11, 2014 1:51 am

Array Index Out of Bounds appears when I set something down with Flash. :(

Also same for me with the Savefile thing, however I deleted my file "Fish" and recreated it and it stayed.
Last edited by llarson on Tue Mar 11, 2014 3:09 am, edited 1 time in total.
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Wonderman109
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Post by Wonderman109 » Tue Mar 11, 2014 1:59 am

llarson wrote:However I deleted my file "Fish" and recreated it and it stayed.
Same for me.

Again.

No, seriously.
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Wonderland King
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Post by Wonderland King » Tue Mar 11, 2014 2:03 am

llarson wrote:Array Index Out of Bounds appeared when I set something down with Flash. :(
Flash takes an object to 1,1. So if you use flash, always make 1,1 a floor tile (it can be a fake wall) and make 1,2 and 2,1 walls so it doesn't escape.
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llarson
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Post by llarson » Tue Mar 11, 2014 3:11 am

Wonderland King wrote:
llarson wrote:Array Index Out of Bounds appeared when I set something down with Flash. :(
Flash takes an object to 1,1. So if you use flash, always make 1,1 a floor tile (it can be a fake wall) and make 1,2 and 2,1 walls so it doesn't escape.
About the only thing out of the ordinary about the tile is that there's a button on it / a spring next to it.
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Qloof234
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Post by Qloof234 » Tue Mar 11, 2014 3:18 am

That's probably your problem, then. If the spring is/can end up pointing towards 1,1, then any Flashed objects will get catapulted into the wall and destroyed.

As for buttons, I don't think that'd cause any strange effects, but try moving/getting rid of the button anyways, see if that helps.
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Wonderland King
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Post by Wonderland King » Tue Mar 11, 2014 3:27 am

Qloof234 wrote:As for buttons, I don't think that'd cause any strange effects, but try moving/getting rid of the button anyways, see if that helps.
The game probably tried to Re-Flash the button along with the Flashed object.
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Qloof234
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Post by Qloof234 » Tue Mar 11, 2014 3:33 am

If there are two objects at 1,1, the game only transports one of them. There were a few weird things involving "dual-Flashed" objects during PoTZ testing, though it's pretty rare.

Also, from what I can recall, the duplication command actually copies buttons just fine, so I don't think Flash would act much different in that regard.
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llarson
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Post by llarson » Tue Mar 11, 2014 4:03 am

By "A Tile with a button on it" I meant the tile that was having the barrel placed on it.
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Mar 11, 2014 4:04 am

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.
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Krishiv738
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Post by Krishiv738 » Tue Mar 11, 2014 8:35 am

When we flash any object,then cast a flash spellball on a tile where barrel is,then we can dual-flash.
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Qloof234
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Post by Qloof234 » Tue Mar 11, 2014 8:44 am

That's a bug related to rapid Flashing. It's pretty random, too - Not much to be done about it.
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dig 222
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Post by dig 222 » Tue Mar 11, 2014 4:58 pm

Zapbots can walk on water. O_o
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Jutomi
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Post by Jutomi » Tue Mar 11, 2014 5:00 pm

Maybe they're like UFO's..?

I noticed that while testing my 38x32 level. ,_,
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dig 222
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Post by dig 222 » Tue Mar 11, 2014 5:02 pm

The way they can fly like that reminds me of daleks lol
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Post by Super Nuclear Power » Tue Mar 11, 2014 7:31 pm

dig 222 wrote:Zapbots can walk on water. O_o
You can notice this effect on the level "Escape!"
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Post by Muzozavr » Tue Mar 11, 2014 7:43 pm

Player bug: accidently clicked on "Change Player" then selected my own name. All progress erased, new player with the name "Savegames" appeared. Not a happy bug, but I haven't solved all that many adventures yet, so I can live with this.
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Jutomi
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Post by Jutomi » Tue Mar 11, 2014 7:47 pm

I've noticed that too, but...

well, I think that while posting about the other bugs I found, I forgot that one.

I thought of an other bug to compensate for that one, though.

Err... not entirely sure why. :lol:
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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jdl
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Post by jdl » Tue Mar 11, 2014 8:56 pm

Spellballs do not work when the tile it is being shot to is a level edge tile.

Also, when you select "Play Custom Hub" the inventory-opening sound doesn't play.
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jdl
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Post by jdl » Tue Mar 11, 2014 9:08 pm

I found this too, clicking around the dashed lines on the hub select screen will cause an error whenever a hub isn't selected.
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Nobody
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Post by Nobody » Wed Mar 12, 2014 12:02 am

I moved an adventure in the Editor to the archive and it left behind a "ghost" of itself, with a blank master.dat, no .wlvs, and no .dias. It can't be archived or deleted.
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