All of these bugs are from OpenBoR version 2.0916 (2 June 2007). These are compilation of old and new bugs that still exists in that version.
1. OpenBoR doesn't receive input while PC is performing an animation anymore. Previously it is possible to input command while PC is performing attack or freespecial to combo it with other freespecial or special.
Test Procedure: - Play any mods who at least have freespecial or running attack
- Perform combo by hitting it to enemies
- Before attack animation ends, try inputting freespecial or running attack command
- Normally freespecial or running attack would be performed right after attack animation ends (if the command is entered correctly). But in this version, nothing would be played even if the command is correct.
2. Running jump lose its running momentum or IOW it's similar to forward jump. Running jump attack can still be performed though. AFAIK only happens if {length} = 2. {length} is from this command:
running {speed} {height} {length} {move} {land}
Test Procedure: - Play any mods whose heroes can perform running. Running jumpattack is not necessary but it's best to use mods who has it. Crime Buster demo is good choice for this
- Perform running jump and pay attention to its jump range
- Perform forward jump and pay attention to its jump range
- Compare both ranges. Are they same?
3. Lifebar can't show bar for HP > 100. It will show it the same way as HP < 100. Check this pics:
Maxima's max HP is actually 140 not 50 like shown above.
Presence of lifebar.txt does not matter.
Test Procedure: - Play any mods whose heroes have health more than 100. One hero is enough to show it though
- Simply start any level then pay attention to his/her lifebar
- Normally lifebar for HP > 100 would overlap one for HP < 100 but here, the former is never shown but use color for the latter instead
4. Enemies with 'riseattack' immediately perform riseattack after fallen if PC is within range. Previously they need to wait before rise.
Test Procedure: - Make an enemy with riseattack. Any attack will do just set it as riseattack. Don't forget to give enough range, something like 'range 0 100' will do
- Spawn the enemy then knock him/her down
- Get close to fallen enemy. This step is easier if PC could run or the knockdown attack is moving attack
- Normally enemy would wait for some time (depends on 'risetime' though) before rising or riseattacking but in this version he/she immediately riseattacks without waiting first
5. PC can grab enemy who grabs him/her by walking toward enemy. Also PC can break free just by walking away from grabbing enemy. No special used at all.
Test Procedure: - Make an enemy with grab animation. Don't give any attackboxes at all and make the grab animation quite long (2 seconds at least). Give 'subtype chase' to make test easier
- Spawn the enemy and let him/her grab PC
- Walk towards the enemy until PC grabs the enemy. Do this even though you can't see PC is moving. That's one bug
- Let go of the enemy and let him/her grab PC again
- Walk away from the enemy until PC breaks free from enemy's grab. This is the 2nd bug
6. Enemies who is spawned onscreen will immediately appear instead of falling down.
This bug doesn't occur in levels with direction up or down.
Test Procedure: - Any enemy will do for this just make sure they are spawned offscreen (their spawn x coords is 0 < x < 320). The level must use direction right,both or left
- Play that level and see how enemies appear onscreen
- Normally they fall from above but they just appear without falling.
7. Bikers spawned offscreen left from leftmost panel will appear in reverse and never return after going offscreen right. Reverse mean they are moving right but they are facing left. Facing left is caused by default settings for enemy spawn.
Normally bikers return after going offscreen but for this case, they don't. Worse even, they don't die and stuck outside.
Test Procedure: - Make an enemy with 'subtype biker'. Presence of bbox and attackbox don't matter. To understand this bug better, it's recommended to give SFX in the animation.
- Spawn the biker in level with direction right like this:
spawn Biker
coords -100 z (any z will do but biker must be spawned from offscreen left)
at 0
(at 0 is required to get this effect)
- See how this biker enters the screen then wait for him/her to leave the screen
- Wait for his/her return. Does he/she return?
- If you give SFX and looping animation, you could hear that biker is still alive from the SFX
- If you knock this biker down, the pain animation will be played while it's moving left. After it's gone offscreen, it dies normally
Actually you can get same effect in level with direction left but you need to scroll to leftmost part or part where you can't scroll anymore before spawning biker.
8. Frozen enemies doesn't use their frozen remap. They use PC's setting instead, so if PC frozen remap is 6th remap they will use 6th remap but if PC doesn't have any frozen remap, they won't use any remap at all.
Funny thing about the former case is after frozen state is over, their remap doesn't revert to given one (in level) and use wrong one instead. However their icon is still remapped fine.
Test Procedure1: - Play Crime Buster Demo and play as Kula
- Freeze any enemies and pay attention to their remap. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher.
- Enemies remap won't change to their frozen remap (that's because PCs don't have any frozen remap set)
Test Procedure2: - Make a decent PC with freeze attack. Give the PC a frozen remap.
- Play any level with enemies then freeze them
- Let frozen enemies be until they can move again and pay attention to their remap or color.
- Normally frozen enemies revert to their assigned remap after frozen time is over but in this version, they don't
9. Enemies with subtype arrow flies up while falling (after being killed). While 'flying' they won't die making 'group' thinks they are still alive.
Test Procedure: - Make enemies with subtype arrow. Make sure there's bbox in idle animation
- Spawn the enemies in groups then hit them. Hitting one is enough
- Watch how they die and wait for next group to appear
- Normally they would fall like obstacles do and after they finish 'dying', they are gone but in this version they fly upwards instead and somehow still alive preventing next enemies from appearing
10. Escapehits doesn't function properly. The hits counter resets when enemy plays idle animation. Normally it doesn't reset on any PAIN, IDLE and FAINT animations.
Test Procedure: - Make an enemy with 'escapehits'. Any value will do but let's use 2. Give long pain animation for better result. It's best not to give any attack for him/her except for special2 which is the counter attack
- Spawn the enemy in any level
- Hit him/her twice with non knockdown attack then stop until he/she plays idle animation
- Normally he/she would play special2 to counter this infinite trick but in this version he/she won't
11. Enemies with grab ability skips the rest of their grab animation after they knockdown hero with their grabattack.
Test Procedure: - Make an enemy with grab ability. Make sure the animation has knockdown attack and it is long enough to see the bug. Give 'subtype chase' to make bugtesting easier
- Spawn the enemy then let him/her grab PC
- Pay attention to the grab animation
- Normally enemy plays his/her grab animation until the end but it skips the rest of the animation instead
12. Grabattack followups could hit other entities at the end of the chain. Previously grabattacks and its followups (if there's any) can't hit others. End of chain means condition where opponent is knocked down (and released from grab).
Test Procedure: - Make a decent PC with grabattacks. Set for instance grabattack to have follow animation so if it hits, follow animation will play after it. Cascading followups can be used
- For better result, give long attackbox for every attack in the chain
- Play a level with many enemies and/or obstacles
- Grab an enemy then perform that grabattack
- Pay attention to other entities behind grabbed enemy. When grabattack chain reach the last attack, the last hit will hit those entities.
In addition to this, if grabbed enemy is killed before last attack in the chain is reached, the chain will continue if last attack (attack that kills grabbed enemy not the last one in chain) hits other entities.
13. Frozen enemies received more damage from attacks that hit them.
Test Procedure: - Play Crime Buster Demo and play as Kula
- Freeze any enemies you meet. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher
- Attack them with any attack whose damage you know
- Attack them again with same attack but don't freeze them first
- Compare the damage. Are they same?
14. Frozen enemies lifebar doesn't decrease until frozen time is over. They still take damage normally though meaning if freeze attack hits them as last blow, they'll die normally.
Test Procedure: - Play Crime Buster Demo and play as Kula
- Freeze any enemies you meet. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher
- Pay attention to their lifebar until they are defrozed. Try not to get hit or hit anything while doing this to prevent the lifebar being replaced
- You could see that the lifebar doesn't decrease itself until frozen time is over
15. Hall of Fame doesn't record the last entered score. That means if you have entered 3 scores, you'd only 2 first scores when you replay the mod ( .hi is not deleted of course).
This is old bug actually.
Test Procedure: - Play any mod but remove (pakname).hi if there's any to make test easier
- Play any level and get as many score you want to be entered to Hall of Fame
- Repeat that step again to get 2nd score for Hall of Fame
- Exit OpenBoR then run it again. Choose same mod
- Check Hall of Fame. Are both of your scores there or just first one?
16. Save game feature doesn't record other mode/difficulty and saved lives and credits. You won't get this bug until you exited then replay same mod.
This is another old bug, 2 bugs actually. This procedure is for testing both bugs.
Test Procedure: - Play any mod but remove (pakname).sav if there's any. It's preferable to choose mod with 2 or more difficulties
- Pick the first difficulty and finish at least one level to get the progress saved. To test 2nd bug, try losing some credits and some lives before finishing that level
- End that game
- Pick other difficulty and just like before, finish at least one level. Try losing some credits too before getting the progress saved
- End that game
- You can check the saved games if you want to but at this time, both are working
- Exit OpenBoR then run it again. Choose same mod
- Enter 'Load Game' then check how many saved games available. Can you load both savedgame?
- Load one savedgame then check PCs lives and credits. Are they same with ones saved before?