pre-release 3.2.0-5

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Holger
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Post by Holger » Mon Jan 02, 2006 3:02 pm

> Beware! Although it might not be a bug, using "Set ... to CE Delay"
> multiplies CE Delay with 50 if it's set to seconds and not frames. This is
> due to the fact that 1 second = 50 frames. - Just took me some time to
> figure out why it was like that...

Ouch!! :-o

No, it was not supposed to be like that. As those parameters which can be set to "CE delay" are not necessarily delay values (score, CE score, CE value, ...), setting them to "CE delay" should only set them to the numerical value in that counter gadget, but not to the internal representation (which is identical to the counter gadget value for "frames", but multiplied with 50 for "seconds", as 1 second == 50 game frames, as Zomis already mentioned). Using the internal delay value would be really confusing, so I just fixed it to let "CE delay" just refer to the value as given by the counter gadget.

More on the rest of the bug report later...

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Holger
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Post by Holger » Mon Jan 02, 2006 3:53 pm

> Another bug
> I can't get the action "Set CE value = CE value of element trigger" to work
> no matter what I do... I tried doing it when touching another element,
> without success.

Arrrgh, indeed. This did not work in the three cases "touching", "hitting" and "hit by", because in these cases the CE value of the trigger element was not available. (The function is called not for the trigger element, but for the changing element, so the CE value of the trigger element was not available (as it is not connected to the CE definition, but to each instance of that CE on the playfield, while the CE score is connected to all CEs of that type.)

Just fixed this. Thanks for reporting this bug!

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Holger
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Post by Holger » Mon Jan 02, 2006 3:59 pm

> CE1 is Indestructible
> CE1 changes to extended target - Destructible when pressed by player
> Extended target = full of CE1's
> Now press CE1.
> Player explodes but does not die, and stands on top of an indestructible,
> unwalkable CE.

Indeed. Strange! :-o

>Guessed cause: Player only explodes but does not die when he dies of a
> <pressed by player> change. (Adding an <kill player> action to the
> change helps)

I think you're right...

> Haven't tested this in earlier versions of RND, but I'm guessing that this
> is a pretty old bug...

Yep, you're right. Also happens with 3.1.1..

Not fixed yet -- this needs further investigation (and probably some compatibility code; I must run some tape tests first).

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Zomis
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Post by Zomis » Mon Dec 18, 2006 4:00 pm

Holger wrote:> CE1 is Indestructible
> CE1 changes to extended target - Destructible when pressed by player
> Extended target = full of CE1's
> Now press CE1.
> Player explodes but does not die, and stands on top of an indestructible,
> unwalkable CE.

Indeed. Strange! :-o

>Guessed cause: Player only explodes but does not die when he dies of a
> <pressed by player> change. (Adding an <kill player> action to the
> change helps)

I think you're right...

> Haven't tested this in earlier versions of RND, but I'm guessing that this
> is a pretty old bug...

Yep, you're right. Also happens with 3.1.1..

Not fixed yet -- this needs further investigation (and probably some compatibility code; I must run some tape tests first).
This bug still hasn't been fixed. Should we always have to use the Kill player action as a workaround?

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