WA3E - Schrödinger's Bugs (READ FIRST POST)
Posted: Tue Apr 22, 2014 6:27 am
So, okay. As mentioned in the main WA3 bug topic at one point, the Editor/Player are somewhat odd, in that they seem to behave significantly differently on different machines. Some users encounter bugs that others don't. The name of this topic is a joke based around that.
Because there are just so many bugs that we've taken for granted and so many that we're only just realizing behave differently for different computers, I think it'd be a good idea to have a thread where everyone lists what bugs they've encountered.
It doesn't matter here if it's something someone else has mentioned - If you've encountered that bug yourself, say so anyways - Bugs that are "universal" (i.e. AIOOB when using Flash while 1,1 is empty) will probably be easier for Patrick to fix, while machine-specific ones might not really be possible.
Off the top of my head, some of mine...
Editor
- Opening & saving a dialogue file >101 times causes the Editor to crash when opening it again. This is due to a byte in the file that seems to be related to text formatting that erroneously gets incremented even if the user doesn't actually edit the text.
- Increasing a level's size to >101 in either direction causes the Editor to crash (not a big deal - Levels probably should be well below that limit, really).
- The Glasses option for NPCs is still kind of buggy. If the users scrolls from one set of glasses to another set that has less unique skins/colours, the Editor crashes while trying to find the accessory file.
- Levels with custom level-textures act kind of buggy in the new Editor. If the texture used doesn't exist, instead of loading the level with a default texture (like the old Editor did), the new Editor crashes with the "Can't load ___.png" error. Additionally, if a level with a custom texture is loaded, trying to scroll through the level-texture options commonly results in a crash. Right-clicking the level texture option then pressing enter seems to alleviate this issue.
- NOT A BUG, BUT I'M NOT SURE WHAT THIS IS: On my computer, the "default font" used in the Midnight Vault prompt (the Editor interface font, as well as the font used during ToW's loading sequence) is significantly smaller than what it used to be. Images: What it looks like for other users (picture is Fluffshery's), vs. What it looks like for me. I think this is related due to graphics card shenanigans, but other computers I've used that had GeForce cards haven't done this.
- When adjusting an object's X/Y/ZAdjust value, turning it back to 1.0 after hitting a certain "high limit" (not sure what the exact value is) causes the Editor's display for the value to display nonsense. Probably related to floating point numbers or something - It still behaves fine, the Editor just displays the value incorrectly.
Player
- Starting a Hub doesn't actually properly use the Starting Rotation in the master.dat file. The rotation of the last LevelExit the player stepped on (if they played any adventures before starting the hub) takes priority. I'm not sure if it ignores the Starting Rotation altogether, though.
- If the spell is cast at the right time, Turtles can walk through GrowFlowers.
- On some occasions, NPCs with no dialogue set (0) will change the logic of floor tiles they walk over. I'm not sure what the reason is for this, because it doesn't happen all the time.
- NOT A BUG, BUT LISTED ANYWAYS: Scritters are immune to FireTraps. Other users seem to be getting different results here.
Because there are just so many bugs that we've taken for granted and so many that we're only just realizing behave differently for different computers, I think it'd be a good idea to have a thread where everyone lists what bugs they've encountered.
It doesn't matter here if it's something someone else has mentioned - If you've encountered that bug yourself, say so anyways - Bugs that are "universal" (i.e. AIOOB when using Flash while 1,1 is empty) will probably be easier for Patrick to fix, while machine-specific ones might not really be possible.
Off the top of my head, some of mine...
Editor
- Opening & saving a dialogue file >101 times causes the Editor to crash when opening it again. This is due to a byte in the file that seems to be related to text formatting that erroneously gets incremented even if the user doesn't actually edit the text.
- Increasing a level's size to >101 in either direction causes the Editor to crash (not a big deal - Levels probably should be well below that limit, really).
- The Glasses option for NPCs is still kind of buggy. If the users scrolls from one set of glasses to another set that has less unique skins/colours, the Editor crashes while trying to find the accessory file.
- Levels with custom level-textures act kind of buggy in the new Editor. If the texture used doesn't exist, instead of loading the level with a default texture (like the old Editor did), the new Editor crashes with the "Can't load ___.png" error. Additionally, if a level with a custom texture is loaded, trying to scroll through the level-texture options commonly results in a crash. Right-clicking the level texture option then pressing enter seems to alleviate this issue.
- NOT A BUG, BUT I'M NOT SURE WHAT THIS IS: On my computer, the "default font" used in the Midnight Vault prompt (the Editor interface font, as well as the font used during ToW's loading sequence) is significantly smaller than what it used to be. Images: What it looks like for other users (picture is Fluffshery's), vs. What it looks like for me. I think this is related due to graphics card shenanigans, but other computers I've used that had GeForce cards haven't done this.
- When adjusting an object's X/Y/ZAdjust value, turning it back to 1.0 after hitting a certain "high limit" (not sure what the exact value is) causes the Editor's display for the value to display nonsense. Probably related to floating point numbers or something - It still behaves fine, the Editor just displays the value incorrectly.
Player
- Starting a Hub doesn't actually properly use the Starting Rotation in the master.dat file. The rotation of the last LevelExit the player stepped on (if they played any adventures before starting the hub) takes priority. I'm not sure if it ignores the Starting Rotation altogether, though.
- If the spell is cast at the right time, Turtles can walk through GrowFlowers.
- On some occasions, NPCs with no dialogue set (0) will change the logic of floor tiles they walk over. I'm not sure what the reason is for this, because it doesn't happen all the time.
- NOT A BUG, BUT LISTED ANYWAYS: Scritters are immune to FireTraps. Other users seem to be getting different results here.