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Author Topic: Bug Archive  (Read 46941 times)

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Offline kbandressen

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Re: Bug Archive
« Reply #30 on: June 20, 2007, 03:43:03 am »
Mods that don't have an arrowl in their Sprites folder are crashing in the latest SVN version.  In previous versions, arrowl was optional so I assume this is a bug.

Offline SX

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Re: Bug Archive
« Reply #31 on: June 20, 2007, 10:19:28 am »
Fixed.  I didn't realize that loadsprite() shutsdown if file not found.....  ;p  The mod I was using had the gif so i missed it.

Offline Mr.Q®

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Re: Bug Archive
« Reply #32 on: June 20, 2007, 11:18:13 am »
Sorry I'v been a litle away from devs for some time. Is still the fall sound going on twice when someone falls? That' a little annoying XD.



FIXED SVN:  2.0953 by SX
« Last Edit: August 02, 2007, 04:07:19 pm by SumolX »
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline SX

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Re: Bug Archive
« Reply #33 on: June 20, 2007, 11:37:07 am »
Which version.... i am not able to reproduce it.


FIXED SVN:  2.0953 by SX
« Last Edit: August 02, 2007, 04:07:34 pm by SumolX »

Offline Bloodbane

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Re: Bug Archive
« Reply #34 on: June 25, 2007, 12:34:18 pm »
These are bugs from version 2.0917 (5 June 2007).

1. Enemies sometimes walk to holes. Previously they never walk to holes. I said 'sometimes' cause it's random. It's hard to tell when they'll do that so this test procedure won't be 100% successful.

 Test Procedure:
 - Make a level with holes. Any holes (endhole or custom holes) will do
 - Spawn enemies near those holes
 - Don't attack enemies but let them walk around instead. Some of them might walk to holes
 - This may take a while cause it's random

2. Enemies with subtype 'arrow' can't fall to holes. Previously they can fall to holes.

 Test Procedure:
 - Make an enemy with subtype arrow
 - Make a level with holes. Any holes (endhole or custom holes) will do
 - Spawn that enemy so that it walk to hole
 - Does the enemy falls when it reaches the holes

3. Enemies play their 'diesound' after they fall to holes even if they have played it before (killed before falling to hole).

 Test Procedure:
 - Play a level with holes. Preferrably one with enemies near holes
 - Kill enemies but try it so that after the last blow (attack that kills the enemy) enemy fall to hole

4. Take a look at this shot:

 

 Athena's freespecial only score 5 hits maximum. In this shot both Athenas scored around 40 hits. This because the attack has 'Fastattack 1' set and the 2 attackboxes (from both players) overlaps on the crate.

 Test Procedure:
 - Make a decent PC who has attack with multiple hits (freespecial is best for this). Don't forget to add 'fastattack 1' in the attack animation
 - Make a decent obstacle with high HP (1000 at least). Spawn it in a level
 - Play that level with 2 players, both using same PC (one mentioned above)
 - For both PC, use that multiple hits attack on that obstacle. Try performing it at same time
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"The more often enemies attack, the more open they are to counter attacks"

Offline Bloodbane

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Re: Bug Archive
« Reply #35 on: June 25, 2007, 12:47:05 pm »
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 thier fall direction.

That is bug from original Beats of Rage.
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"The more often enemies attack, the more open they are to counter attacks"

Offline lagarto

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Re: Bug Archive
« Reply #36 on: June 25, 2007, 03:02:53 pm »
Bug related to v2.0917

- Attackboth freeze the game sometimes;

Gameplay related to v2.0917

- Anim attack down and attack up did not work like before. With openbor-v2.0691 you can perform anim attack down (or up) and perform freespecials during  attack down (up) animation and you can perform anim attack down (up) during any animations, with v2.0917 you can't;

- Freespecials are more difficult to perform during anim attacks right now. I don't no if you have to wait longer between one animation to perform another, but if you like to attack like mad and do some freespecials to increase your combo, you'll probably notice that gameplay issue.



Offline Bloodbane

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Re: Bug Archive
« Reply #37 on: June 30, 2007, 05:13:11 am »
lagarto please post test procedure to test the bugs you're posting. And also the last bug has already been posted by me. The real bug is 'Commands can't be entered while an attack is played'.

 
Quote
6. Enemies who is spawned onscreen will immediately appear instead of falling down.

 I've discovered that this bug doesn't occur in levels with direction up or down. I'll fix my bug report above related to this.

 Oh yes, another bugs report:
1. Enemies with subtype arrow can't hurt obstacles anymore. Previously they can.

 Test Procedure:
 - Make a decent enemy with subtype arrow. Add attackbox in idle animation so it could hit heroes
 - Make a level with obstacles and spawn that enemy so it will hit them. One obstacle is good enough but more is better
 - Do the enemy hit them or just pass through?

2. Enemies with subtype arrow has limited spawn range now. Previously they can be spawned normally with x coords more than 500 or less than -100 but now the former cause the enemy to be killed while the latter pushes the spawn coords to the right.

 Test Procedure:
 - Make a decent enemy with subtype arrow, let's name it 'Arrow'. Presence of attackbox is not necessary
 - Spawn those in a level like this:
Code: [Select]
spawn Arrow
flip    1
coords -100 195
at 0

spawn Arrow
flip    1
coords -200 195
at 0

spawn Arrow
flip    1
coords -300 195
at 0

spawn Arrow
flip    0
coords 400 215
at 0

spawn Arrow
flip    0
coords 510 215
at 0

spawn Arrow
flip    0
coords 600 215
at 0
(Any z coords will do)
 - Pay attention to the ones coming from left (x < 0). Are they spawned close or with some distance apart?
 - Pay attention to the ones coming from right (x > 320). Are all of them spawned or just one?

3. Energycost + nocost don't work well with projectiles. If nocost 1 is set and energycost is given on attack animation which shoots projectile, HP won't be depleted even if the projectile hits something.

 Test Procedure:
 - Make a decent PC with a freespecial that shoots projectile. Set 'energycost' in the animation. Any value aside from 0 will do
 - Play that PC and perform that freespecial so its projectile hits something (enemy or obstacle)
 - Does PC's HP depleted after projectile hits?
OpenBoR Manual

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

Offline Bloodbane

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Re: Bug Archive
« Reply #38 on: July 04, 2007, 10:50:04 am »
This one is related to new feature in ver.20917

* Biker's speed has no effect when they are spawned from left and when they are playing pain animation.

 Test Procedure:
 - Make 2 decent biker enemies. Set one of bikers's speed 10 while the other doesn't use any 'speed' setting. Any speed will do but let's use 10. Don't give attackbox for easy test but give bbox.
 - Spawn both from left (x < 0). Don't attack them!
 - Pay attention to them, do they 'walk' at same speed when they enter screen?
 - If you let them be, you can see that they have different speed
 - Knock the one with 'speed 10' (the slowest one)
 - Pay attention to him/her, does he/she 'walk' with same speed or not?
OpenBoR Manual

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

Offline Damon Caskey

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Re: Bug Archive
« Reply #39 on: July 11, 2007, 04:15:03 pm »
OK, I am way behind on this.

If you guys wouldn't care, please recheck your bug posts and highlight the ones that are still active and I'l try and get them centraly archived for SX. I normaly check bugs first before I post, but there is no way I can get through all this stuff.

Thanks,
DC
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Offline MCW

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Re: Bug Archive
« Reply #40 on: July 11, 2007, 05:13:48 pm »
OK, I am way behind on this.

If you guys wouldn't care, please recheck your bug posts and highlight the ones that are still active and I'l try and get them centraly archived for SX. I normaly check bugs first before I post, but there is no way I can get through all this stuff.

Thanks,
DC

1 - The enemy near player respawn point use their ANIM UPPER move while player respawn from the sky.

How to do:
-No ANIM SPAWN or RESPAWN for the player.
-Create enemy with ANIM UPPER.
-Let your player die at upper left with enemy surrounding.

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.
-Break the obstacle in the game and see the result.

3 -  With nocost 1, player's ANIM SPECIAL only can throw or shoot 1 projectile. If player use the special more than once, the player will turn IDLE and you cannot control until some entities damage the player. If player use special rapidly during walking, the player ANIM WALK will play forever until some entities damage the player.

How to do:
-Have nocost 1 in models.txt
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-Try to shoot or throw projectile more than once while standing and walking

6 - Star throw by the enemy cannot control by speed.

How to do:
-Create an enemy with jumpattack and star that specific.
-Let the enemy throw star.

7 - Land from thrown still reduce player health. The player turn IDLE while land from throw with 0 HP. Only diesound play and the player cannot be control.

How to do:
-Let the player health very low.
-Let the enemy throw you and press up + jump to land.

8 - Biker with 2 health. During 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 1.
-Enter the stage with 2 PLAYERS.
-Attack the biker and see the biker dies or not.

9 - Player with projectile as ANIM CHARGEATTACK bug. While player attack combo to the enemy in close range, 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.

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 by NPC and let 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: August 16, 2007, 06:07:23 pm by MCW »


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Offline Damon Caskey

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Re: Bug Archive
« Reply #41 on: July 11, 2007, 06:13:46 pm »
MCW, I went over these and got varying results. I meant for you to recheck, not just copy/paste. Please see below.

1. Is not a bug at all and just a product of the way the engine works. Enemies attack players with upper above them, they are supposed to do that; it just so happens to be a quirky thing that can happen when you drop in. It's not really practical to try and code the AI to distinguish when you are spawning, so just use invinisbility or a spawn animation that has no bbox and be done with it.

2. I haven't tested this, but I'm not sure why you call it a bug. Sounds more like a preference issue to me; but whatever.

3. Can't reproduce this and multiple projectiles are NOT a problem. See here: http://lavalit.com:8080/forum/index.php?topic=378.msg4610#msg4610

6. This I can confirm. Stars don't in fact respond to ANY header command and always come out at a predetermined height and speed. They are useless as is.

7. Confirmed. The landing midair thing actually would be neat if brought under control, but the rest is a severe gameplay affecting issue.

8. Can't be reproduced, but I might be missing something. Can some one else try this one out?

9. Can't be reproduced; I've tried that one over and over. The closest I get is that your charge attack will come out when the combo is over if the last attack is long, and that's hardly a bug.

10. Confirmed. It's rare, but it does happen.

11. Untested.

DC

« Last Edit: July 11, 2007, 06:15:28 pm by Damon_Caskey »
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Offline MCW

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Re: Bug Archive
« Reply #42 on: July 11, 2007, 06:43:52 pm »
MCW, I went over these and got varying results. I meant for you to recheck, not just copy/paste. Please see below.

1. Is not a bug at all and just a product of the way the engine works. Enemies attack players with upper above them, they are supposed to do that; it just so happens to be a quirky thing that can happen when you drop in. It's not really practical to try and code the AI to distinguish when you are spawning, so just use invinisbility or a spawn animation that has no bbox and be done with it.

2. I haven't tested this, but I'm not sure why you call it a bug. Sounds more like a preference issue to me; but whatever.

3. Can't reproduce this and multiple projectiles are NOT a problem. See here: http://lavalit.com:8080/forum/index.php?topic=378.msg4610#msg4610

6. This I can confirm. Stars don't in fact respond to ANY header command and always come out at a predetermined height and speed. They are useless as is.

7. Confirmed. The landing midair thing actually would be neat if brought under control, but the rest is a severe gameplay affecting issue.

8. Can't be reproduced, but I might be missing something. Can some one else try this one out?

9. Can't be reproduced; I've tried that one over and over. The closest I get is that your charge attack will come out when the combo is over if the last attack is long, and that's hardly a bug.

10. Confirmed. It's rare, but it does happen.

11. Untested.

DC



If you have the FFDC mod, all the bugs can be produce with this mod.

But please paxplode the mod because for some changes needed to test the bugs.

3. Projectile bug in ANIM SPECIAL with nocost 1
-Open the models.txt and input 'nocost 1'
-Play in level text file name - vs1.txt
-Play as Rockman. Try to shoot as many specials as you can.

8. Bikers with 2 health
-Play in level text file name - bike.txt
-Play with 2 players
-Attack the bikers

9. Projectile ANIM CHARGEATTACK automatically grab
-Play in level text file name - vs1.txt
-Play as Rockman. His attacks are:
  ~ANIM ATTACK1 - Low punch
  ~ANIM ATTACK2 - Mid kick & High kick
  ~ANIM ATTACK3 - High punch & Low Uppercut
-Attack enemy in grab range. Hold the attack button while the high kick is launch

11. Bikers always fall in left facing
-Play in level text file name - bike.txt
-Jumpattack the bikers

12. Shadow color override Backfill color
-Open Lifebar.txt and edit like this:
-------------------------------------------------------
blackbox   255   255   255
whitebox   255   255   255
color25     255   0   0
color50     255   64   0
color100     255   128   0
color200     255   255   0
color300     0   255   128
color400     0   255   0
color500    255   0   255
-------------------------------------------------------
-Play in level text file name - vs1.txt, then take some damage or attack enemy and see the colour
« Last Edit: July 13, 2007, 06:57:23 pm by MCW »


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Offline Bloodbane

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Re: Bug Archive
« Reply #43 on: July 14, 2007, 04:26:31 am »
 Everybody, about 1st bug MCW posted in this bug. The real cause of it is player is in jumping state when he/she is respawned. I'm not sure how player always use last frame of jump frames when he/she is falling though.
 This cause 2 things, 1st the bug MCW mentioned and 2nd player can perform jumpattacks while being respawned. 'makeinv' solve the 1st one well while the 2nd... well I'll leave it as it is. Maybe it's useful to get rid of enemies standind close to player while respawning.
 If this is going to be fixed, that jumping state must be changed to other state where player fall but not in jumping state.

 About #3, I haven't got this case anymore since I moved energycost to projectiles text. But the one shot only limitation is deliberate. It's coded so players can't shoot with HP less than required cost while a shot is still flying.

 About #9, I know this bug but I can't figure out what actually cause it. Method MCW posted is probably one way to get it but I'm guessing it has nothing to do with CHARGEATTACK cause I found that bug although I never use CHARGEATTACK.

 About #11, it's an old bug. You can play original BoR to test it.

 If there's newer release, I'll recheck the bugs I've posted. I'm going to check 8th bug from MCW post.
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"The more often enemies attack, the more open they are to counter attacks"

Offline MCW

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Re: Bug Archive
« Reply #44 on: July 14, 2007, 12:33:37 pm »
Everybody, about 1st bug MCW posted in this bug. The real cause of it is player is in jumping state when he/she is respawned. I'm not sure how player always use last frame of jump frames when he/she is falling though.
 This cause 2 things, 1st the bug MCW mentioned and 2nd player can perform jumpattacks while being respawned. 'makeinv' solve the 1st one well while the 2nd... well I'll leave it as it is. Maybe it's useful to get rid of enemies standind close to player while respawning.
 If this is going to be fixed, that jumping state must be changed to other state where player fall but not in jumping state.

Yes, I have solve it by using 'makeinv' but I would like to know that it can be fixed or not.

About #3, I haven't got this case anymore since I moved energycost to projectiles text. But the one shot only limitation is deliberate. It's coded so players can't shoot with HP less than required cost while a shot is still flying.

You have say it before, the 'nocost' that limit the player anim special projectile but the first release v2.0691 is work fine. Why can't it be fix like previous?

About #9, I know this bug but I can't figure out what actually cause it. Method MCW posted is probably one way to get it but I'm guessing it has nothing to do with CHARGEATTACK cause I found that bug although I never use CHARGEATTACK.

Does your character have 2 combo hits in anim attack2? I am not very sure.

Because the character that I have try most time the bug happen is the character that use projectile as anim chargeattack.

About #11, it's an old bug. You can play original BoR to test it.

 If there's newer release, I'll recheck the bugs I've posted. I'm going to check 8th bug from MCW post.

Yes I know it was an old school bug, but can it be fixed?
« Last Edit: July 14, 2007, 12:35:25 pm by MCW »


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