Search found 2501 matches

by Holger
Thu Jan 24, 2019 7:57 pm
Forum: Bug Reports
Topic: Graphical issue when one player walks into a tile being left by another player
Replies: 2
Views: 66

Re: Graphical issue when one player walks into a tile being left by another player

Just found this in the code (file src/tools.c, function "DrawPlayer()"): #if 0 /* !!! this is not enough to prevent flickering of players which are moving next to each others without a free tile between them -- this can only be solved by drawing all players layer by layer (first the background, then...
by Holger
Wed Jan 23, 2019 12:32 pm
Forum: Bug Reports
Topic: Moving left has a lag/delay
Replies: 3
Views: 63

Re: Moving left has a lag/delay

Thank you for the additional information! Still no idea what's going on, though. I can delete all the setting, but I doubt that this may help, and I'll lose all my levels (I guess). If you want to test "from scratch" on Linux, without losing your levels, scores or settings, just rename the directory...
by Holger
Mon Jan 21, 2019 9:11 pm
Forum: Bug Reports
Topic: Alternating between TAS snap keys lets you move
Replies: 4
Views: 111

Re: Alternating between TAS snap keys lets you move

Yes, I can confirm this behaviour. It is more or less "by intention", although I can see that this may result in unwanted behaviour. The reason is that TAS snap keys act just like pressing or releasing two keys at the same time (snap key + direction key). So, when pressing, for example, "TAS snap le...
by Holger
Mon Jan 21, 2019 8:37 pm
Forum: Bug Reports
Topic: Switching switches has too much delay in single-step mode
Replies: 3
Views: 93

Re: Switching switches has too much delay in single-step mode

Some notes on switches in single-play mode: As far as I can see (tested with release version 4.1.1.0 and level 033 from "Niko Böhm's Tutorial" level set), you have to wait for seven frames before you can switch a switch again. But these "waiting frames" don't have to be completely empty actions (inp...
by Holger
Mon Jan 21, 2019 9:24 am
Forum: Bug Reports
Topic: Moving left has a lag/delay
Replies: 3
Views: 63

Re: Moving left has a lag/delay

First of all, welcome to the forum, AMartin! :) This really sounds very strange, and I have never heard of such weird behaviour, nor experienced something like this by myself. :shock: A few questions: - does this also happen with version 4.1.1.0 on your system? - have you experienced similar problem...
by Holger
Mon Jan 21, 2019 9:13 am
Forum: Bug Reports
Topic: Snapping (or is it just TAS snapping?) at falling gems may not save correctly in tapes
Replies: 10
Views: 156

Re: Snapping (or is it just TAS snapping?) at falling gems may not save correctly in tapes

First of all, thanks a lot for this bug report -- I was able to reproduce this bug yesterday, and I think this category of bugs is one of the worst bugs that may happen: Recording and solving a level, but then having a tape that replays slightly different, causing the game to fail instead of solving...
by Holger
Sun Jan 20, 2019 4:39 pm
Forum: General Discussion
Topic: R'n'D 2019.01.07 build review
Replies: 6
Views: 197

Re: R'n'D 2019.01.07 build review

For a complete list of changes, just have a look at the Git log (normal log, not shortlog): https://git.artsoft.org/?p=rocksndiamonds.git;a=log (It's not up-to-date though... I should push the last changes, too, which, for example, added drag-and-drop support for level set packages in zip files, whi...
by Holger
Fri Jan 18, 2019 7:18 am
Forum: Bug Reports
Topic: Impossibly high scores in Hall of Fame
Replies: 1
Views: 46

Re: Impossibly high scores in Hall of Fame

EDIT: I have a hunch that the auto-increment level feature might have something to do with this. One time, on a different set, I saved a score for Level 0, and it was only reported for Level 1. Yes, that's exactly the cause for this "score bug". It was accidentally introduced with the "auto-increme...
by Holger
Fri Jan 11, 2019 1:24 pm
Forum: General Discussion
Topic: Were the current default songs for RnD and Mirror Magic included with permission from the composers?
Replies: 1
Views: 106

Re: Were the current default songs for RnD and Mirror Magic included with permission from the composers?

First of all, I'm happy to hear that you plan to do a new tutorial level set! :-) Although I think that the existing two tutorial sets are very good, it is correct that they do not introduce all existing game elements, but only a part of them (which is fine, of course). It might even be just too muc...
by Holger
Mon Jan 07, 2019 7:19 pm
Forum: Programmer's Corner
Topic: .gitignore
Replies: 4
Views: 329

Re: .gitignore

Holger have changed all C-Comments /* xxxx */ to C++Comments // even in CONF-Files and even after #define and other preprocessor commands. Bad to merge, with "Meld" merging is more or less possible. Not sure what this has to do with Git ignore files, but: If you simply use "git merge" instead of th...
by Holger
Mon Jan 07, 2019 7:15 pm
Forum: Programmer's Corner
Topic: .gitignore
Replies: 4
Views: 329

Re: .gitignore

My build directory is littered (by my own actions) with things like rocksndiamonds-sdl2 and rocksndiamonds.old. Mine too! :D Solution: Put all those files (file patterns) into the file ".git/info/exclude". (On my system, this is a symlink to "../../.gitignore.private", so I have the public and the ...
by Holger
Mon Jan 07, 2019 10:03 am
Forum: Bug Reports
Topic: The "automatically count gems needed" option does not count right
Replies: 1
Views: 103

Re: The "automatically count gems needed" option does not count right

Fixed!

This option was more or less only working correctly for Mirror Magic style levels (where it came from), but I've added all those elements now which also count as "gems" in other engines (including walls containing gems).
by Holger
Sun Jan 06, 2019 5:36 pm
Forum: General Discussion
Topic: License of Emerald Mine game engine
Replies: 5
Views: 5220

Re: License of Emerald Mine game engine

was this ever resolved outside of the forums? Unfortunately, no, although I tried hard over the years. From what I understand, Holger took this guy's Emerald Mine engine, directly translated it into C, and put it into RnD when the author explicitly stated he wasn't okay with it. No, this was not th...
by Holger
Sat Jan 05, 2019 1:19 am
Forum: Bug Reports
Topic: Pearl turns into EM rock if it passes through two successive DC2 magic walls
Replies: 8
Views: 363

Re: Pearl turns into EM rock if it passes through two successive DC2 magic walls

In Diamond Caves, stacked magic walls act just like EM magic walls. I think this is true for most, if not all EM style elements in the DC engine; it tries to emulate them as close as possible, so that valid EM levels are also valid DC levels. Regarding the handling of stacked magic walls and elemen...
by Holger
Sat Jan 05, 2019 12:52 am
Forum: Bug Reports
Topic: Elements fall through magic walls too slowly in the default engine
Replies: 3
Views: 123

Re: Elements fall through magic walls too slowly in the default engine

Thanks for your observations! Regarding behaviour of the R'n'D game engine, it should be mentioned that it was never intended to be 100 % compatible with existing game engines of "classic" BD/EM style games, but only to be similar enough to play levels that do not depend on special game engine trick...