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Author Topic: Bug Archive  (Read 46886 times)

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Offline Damon Caskey

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Bug Archive
« on: May 28, 2007, 02:41:14 pm »
Bug Archive:

The purpose of this log is to document known bugs and the progress on dealing with them. Please post bugs as you find them. Provide the following information or the post will be ignored:

-Version of Engine in use.
-Module in use.
-Step by step instructions on how to reproduce the bug.

This documentation is only for bugs and discrepancies in the engine. It is not a request or feature thread.

General Conventions:

{Value ? Default}: Parameters are shown with type of value and the default.
AI: Artificial intelligence. Basically, this is a vernacular referring to the computer control of any given entity.
Hostiles: In reference to a specific entity, hostiles means any opposing entities that this entity will attack when under AI control or vise versa.
PC: Player character. Any entity that is controlled directly by a player.
Enemy: Any AI controlled entity that defaults as hostile toward PCs and must be defeated to advance.
NPC: Any AI controlled entity that defaults as friendly toward PCs and need not be defeated to advance.
HP: Hit points. The measurement of an entity's health.
MP: Magic points. The measurement of an entity's magic.
(MH): This is an model header command. Example: "colourselect".
(LH): This is an level header command. Example: "lbarsize".
(EH): This is an entity header command. Example: "health".
(AC): This is an animation command. Example: "sound".
X: Horizontal movement or distance (left and right on screen).
Y: Vertical movement or distance (Jumping, flight, etc.)
Z: Movement or distance along depth plane (Up or down in relation to screen).

2.0900:

  • 06/01/2007; Jumpmotion -

    Entities using X (and possibly Z, untested) motion in jumpframe continue moving after landing.

    1. Create entity with jumpframe in an animation (my test was with a freespecial).
    2. Use X setting to determine horizontal movement.
    3. Horizontal movement will not stop until the entire animation is complete; entity will slide along ground after landing.

    I'm going to speculate platform fixes are what caused this new bug.

  • 06/01/2007; PC Autoblocking -

    SX: Fixed v2.0916 Blockodds now disabled by default.
    PCs autoblock when set to a weapon model.

    1. Create PC with block ability.
    2. Create weapon model. In my test, the weapon model deverived its blocking ability from orginal model.
    3. Set the PC to the weapon model (I my test, this was done using the old level.txt setweapon command).
    4. When idle, PC will block incomming attacks automatically.

    This could actually be an interesting feature if made into an intential option.


  • 05/28/2007; Script Main() -

    Any script using the #include line ignores function main()

    1. Create script with a main().
    2. Test script to ensure proper functionality of main().
    3. Add #include reference any other script file (it makes no difference if a function is used from the included file or not).
    4. Main() will immediately cease working. No errors are produced, main() is simply not run.


  • 05/28/2007; Platform entity issues -

    SX: Fixed v2.0913
    -Stars are not removed if they land on a platform. (enemies can walk into and get hit by them whilst the star is still on the platform)

    -05/29/2007; Confirmed and in progress by SX.
    -Enemies dont seem to be able to move whilst the platform is moving. They walk on the spot.
    -Sprite priorty is broken. (entities that should be behind others appear infront)
    -Entities on platforms that move left/right or along z axis dont always get moved along with the platform (easiest way to see this is to grab an enemy. Sometimes hero moves while grabing , sometimes it's the enemy)
    -When a hero walks straight up/down on a platform that is using movea , the heroes walk anim is reset every time the platform moves ( walking left/right/diagonal appears fine)


DC
« Last Edit: June 02, 2007, 12:16:00 am by SumolX »
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Offline Orochi_X

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Re: Bug Archive
« Reply #1 on: May 29, 2007, 07:28:53 am »
v2.0900  May 28 2007

Catalogue of problems with moving platforms (entities using the platform command).

Enemies dont seem to be able to move whilst the platform is moving. They walk on the spot.
Stars are not removed if they land on a platform. (enemies can walk into and get hit by them whilst the star is still on the platform)
sprite priorty is broken. (entities that should be behind others appear infront)
entities on platforms that move left/right or along z axis dont always get moved along with the platform (easiest way to see this is to grab an enemy. Sometimes hero moves while grabing , sometimes it's the enemy)
When a hero walks straight up/down on a platform that is using movea , the heroes walk anim is reset every time the platform moves ( walking left/right/diagonal appears fine)

I found all those whilst working on a new stage for my mod. I will post a demo to showcase these errors as soon as I'm home.

EDIT: Uploaded the demo to the site as TEST.rar. There are 3 sets , 1 for each of the directions that the platform can move.
I've edited the hero to shoot stars with his jump attack. There's also an item and a single enemy in each set.
« Last Edit: May 29, 2007, 12:54:56 pm by Orochi_X »


* Orochi_X says : " Sore ga doushita? " :looney:

Offline SX

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Re: Bug Archive
« Reply #2 on: May 29, 2007, 01:25:33 pm »
I'm able to see all of them....  Thank you for the test mod to reproduce these issues......   I will see what i can do.  Did they work on the previous devBuilds?

Offline Damon Caskey

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Re: Bug Archive
« Reply #3 on: May 29, 2007, 03:12:39 pm »
Added, and also archiving progress. The main archive contains links to relevant post so we can keep track of what’s going on. I hope this helps.

DC
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Offline SX

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Re: Bug Archive
« Reply #4 on: May 29, 2007, 04:51:17 pm »
Orochi, Should the stars stick to the platform then disapear or should they just go through the floor?

Offline Orochi_X

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Re: Bug Archive
« Reply #5 on: May 29, 2007, 05:10:48 pm »
Yeah , I would think that they should stick/hit the platform as platforms are solid objects that you can walk on (some form of higher ground usually with the exception of the demo platform).

As for your previous question...I have no idea - I've only just started playing with platforms.

DC - you're doing a great job  ;)


* Orochi_X says : " Sore ga doushita? " :looney:

Offline MCW

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Re: Bug Archive
« Reply #6 on: May 31, 2007, 04:35:37 pm »
Bugs in 2.0907

1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

2 - Obstacle also have fall sound and quake like player while hit by players.

3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.

4 - In elevator stage with endhole and direction up, the enemy you throw to the pit will hit ground first with sound then fall into the pit.

5 - My player lose all lives and need to use credit while fall into a pit.

6 - Star the enemy throw is a bit slow like floating.

7 - Land from thrown still reduce you health. While you health is low and thrown by enemy, the player health turn 0 then diesound play but the player turn ANIM IDLE and you cannot control the player.

EDIT
8 - Biker with 2 health. If you play in 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.
« Last Edit: May 31, 2007, 07:09:49 pm by MCW »


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Offline Damon Caskey

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Re: Bug Archive
« Reply #7 on: May 31, 2007, 11:10:57 pm »
MCW, I want to add these, but you need to provide steps (be specific) to reproduce the bugs.

Please do so and I'll put them in the archive.

DC

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Offline Damon Caskey

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Re: Bug Archive
« Reply #8 on: June 01, 2007, 12:59:27 pm »
Update; see archive.
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Offline SX

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Re: Bug Archive
« Reply #9 on: June 02, 2007, 12:25:46 am »
Quote
05/28/2007; Script Main() -

Any script using the #include line ignores function main()

1. Create script with a main().
2. Test script to ensure proper functionality of main().
3. Add #include reference any other script file (it makes no difference if a function is used from the included file or not).
4. Main() will immediately cease working. No errors are produced, main() is simply not run.


Do you have multiple main() functions ?



By the way DC.... I love this bug tracking.... makes things much easier!!!   Great work!


Once issues is resolved we should delete the indivigual posts (but not the First post entries) once resolved.
« Last Edit: June 02, 2007, 12:28:17 am by SumolX »

Offline Damon Caskey

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Re: Bug Archive
« Reply #10 on: June 02, 2007, 01:04:37 am »
You obviously can't have multiple main() functions or a main() in the #include file, so no.

And thanks about the bug layout. I'm just trying to centralize things a bit so we stay on the same page.

DC
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Offline SX

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Re: Bug Archive
« Reply #11 on: June 02, 2007, 01:09:10 am »
Well if you can send me a test mod to reproduce it and I will take a look at it......  Or you can wait for UT.  Up to you.

Offline MCW

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Re: Bug Archive
« Reply #12 on: June 02, 2007, 05:41:53 pm »
MCW, I want to add these, but you need to provide steps (be specific) to reproduce the bugs.

Please do so and I'll put them in the archive.

DC



1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

How to do:
-No ANIM SPAWN or RESPAWN for the player.
-Let your player die.
-While you respawn from the sky. The enemy who have ANIM UPPER move will use upper move if they are near at your respawn point.

2 - Obstacle also have fall sound and quake like player while hit by players.

How to do:
-Create a obstacle such as Box.
-Have 1 frame in ANIM IDLE and FALL
-While player break the obstacle, it dieblink but it will fall on the ground with fall sound and quake.

3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.

How to do:
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-The player only allow to shoot ONE projectile once.
-Player must wait until it fly offscreen then you can shoot the second time.
-If you shoot more than ONE projectile, the player will turn IDLE and you cannot control until someone hit you.
-If you shoot more than ONE projectile during walking, the player ANIM WALK will play forever until someone hit you.

4 - In elevator stage with endhole and direction up, the enemy you throw to the pit will hit ground first with sound then fall into the pit.

How to do:
-Create a stage with endhole and direction up.
-Stand near the pit and throw an enemy to the pit.
-The enemy will firstly fall on the ground with fall sound and quake, then the enemy fall into the pit.

5 - My player lose all lives and need to use credit while fall into a pit.

How to do:
-Create a stage with endhole and direction up.
-Let your player fall into the pit.

6 - Star the enemy throw is a bit slow like floating.

How to do:
-Create an enemy with jumpattack and star.
-The enemy throw star is slow in low gravity.

7 - Land from thrown still reduce you health. While you health is low and thrown by enemy, the player health turn 0 then diesound play but the player turn ANIM IDLE and you cannot control the player.

How to do:
-let the player health low.
-let the enemy throw you and press up + jump to land.
-player health 0, diesound play but player turn ANIM IDLE and you cannot control the player.

8 - Biker with 2 health. If you play in 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.

How to do:
-Create a stage with enemy subtype biker, health 2.
-Enter the stage with 2 PLAYERS.
-Attack the biker.
-The biker with health 2 should be die but no.
-The rider fall from the bike rise with default health for the enemy.

EDIT
9 - Player with projectile as ANIM CHARGEATTACK bug. While player attack combo to the enemy in close range, if you hold attack button for the 4th or final attack in atchain, the player will automatically grab the enemy then both enemy and player freeze.

How to do:
-Create player ANIM CHARGEATTACK with knife and throwframe with noremove 1.
-Attack an enemy in grab range.
-Hold attack button for the 4th or final attack in atchain.
-The player will automatically grab the enemy then both of them freeze.

10 NPC still can throw and grabattack PC with candamage enemy and hostile player enemy.

How to do:
-Create 2 NPC with projectilehit enemy player npc obstacle, candamage enemy, hostile player enemy.
-Create THROW and GRAB, GRABATTACK to each these 2 NPC.
-Start a game and go close to them to throw and grab.

11 Bikers always fall in left facing.

How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see their fall direction.
« Last Edit: June 18, 2007, 09:13:54 pm by MCW »


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Offline MCW

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Re: Bug Archive
« Reply #13 on: June 02, 2007, 09:04:41 pm »
Bug 4 and 5 are fixed in v2.0916


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Offline Bloodbane

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Re: Bug Archive
« Reply #14 on: June 03, 2007, 12:00:02 pm »
1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

 That issue exists long time ago. I think it exists from original BoR. BoR has no way to disable making enemies fall while players spawn. That's probably why it hardly known until OpenBoR has that setting.

 I usually take care of that by giving 'makeinv' to ensure that players would be invincible to enemies attacks (regardless what attacks would be) when they are spawned.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

 



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