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supaplex gravity

Posted: Thu Jan 27, 2005 6:32 pm
by Martijn
When you turn on 'initial gravity' or when you use gravity ports, the gravity is turned on. But try this: keep pressing the arrow key up and you can go as high as you want!

Posted: Fri Jan 28, 2005 12:29 am
by Holger
Can't reproduce this. Do you have a level that demonstrates this weird bug?

Posted: Wed Feb 09, 2005 1:50 pm
by Darkon
yeah i noticed this too, i had so the gravity was activated on level start, placed an emerald mines object, then after that the gravity went strange allowing me to keep walking up even when there was nothing to dig/climb, it also let me *climb* up ledges (run up, then while in mid air, walk left onto a ledge)

it was working fine until i tried adding the emerald mines element

Posted: Wed Feb 09, 2005 2:00 pm
by Martijn
yep, that's what I meant. I'm sorry, next time I'll give a clearer explanation!

Posted: Sat Feb 12, 2005 11:52 pm
by Holger
Still can't reproduce this. Still would like to check a small level that demonstrates this problem.

Are you using the normal R'n'D engine or the new native EM engine from one of the pre-release versions? The EM engine simply does not have gravity, but if I understand it right, this apparently seems not to be the problem here...

Posted: Mon Feb 14, 2005 4:24 pm
by Martijn
I'm sorry, I made a mistake. It's a bit different from what I thought (it's quite a long time ago) but certainly a bug, though. It was not concerning the initial gravity, but the gravity ports. Watch the tape of this short demonstration level and you know what I mean.

http://www.zomis.net/rnd/download.php?id=332

Posted: Mon Feb 14, 2005 5:15 pm
by Flumminator
It's the purpose of the gravity-ports to toggle gravity, so I can't see anything unusual here.

Posted: Mon Feb 14, 2005 5:51 pm
by Martijn
ooow stupid of me, the initial gravity had been set to 'on'! so of course the first gravity port sets it to "off"

But I'm sure I encountered a bug with the gravity. it could have been in the test version. Let we say, I'll post it here when I come it across again!

this all may sound all very stupid but... yes thanks for understanding ! :roll:

Posted: Tue Feb 15, 2005 12:50 am
by Darkon
actually i just realised that it still happens on my level, ill send it to you in a sec

im still not 100% sure what it causing it

Posted: Wed Feb 16, 2005 7:42 pm
by Holger
I now have found the cause: It has nothing to do with Supaplex etc. -- just do the following to reproduce this bug:

- new, empty level from scratch
- set "initial gravity" to "on"
- set "block last field when moving" to "on" for the player

Now just walk up => buggy.

Thanks for bringing this bug to my attention -- I'll see when can be done.