WA3E Bug Topic

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llarson
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Post by llarson » Sat Aug 09, 2014 4:56 am

Not sure if this was done yet but...

(BTW This is a picture of an already posted .wlv from my adventure...)
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Jutomi
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Post by Jutomi » Sat Aug 09, 2014 5:16 am

That's not a floor tile or object that makes it a floor tile, is it? :s
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Wonderman109
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Post by Wonderman109 » Sat Aug 09, 2014 11:49 am

It's a glitch with conveyers where two move commands at once sometimes makes them generate floor tiles where they should have moved to next. The conveyer then turns and goes somewhere else. I just don't understand how the changed tile is 2 away from the belt, not 1.
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llarson
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Post by llarson » Sat Aug 09, 2014 8:34 pm

Wonderman109 wrote:It's a glitch with conveyers where two move commands at once sometimes makes them generate floor tiles where they should have moved to next. The conveyer then turns and goes somewhere else. I just don't understand how the changed tile is 2 away from the belt, not 1.
Probably because the amethyst conveyor had two followers.:P
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Post by Yzfm » Tue Aug 12, 2014 4:21 pm

Image

No, this picture is not edited, it is totally possible to do it 100% legitimately. This picture was immediatelty taken form the POTZ level: Detours.

Apparently you can grow growflowers inside walls by shooting grow onto a wall one tile DIAGONALLY away from you. It has little (if any) effects on gameplay, but it's kind of funny.
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Post by Pawelec » Tue Aug 12, 2014 9:40 pm

Yzfm wrote:Apparently you can grow growflowers inside walls by shooting grow onto a wall one tile DIAGONALLY away from you. It has little (if any) effects on gameplay, but it's kind of funny.
It has huge impact on gameplay if you need your Growflowers to expire quickly and you are out of space to place them :wink:
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Post by Wonderman109 » Wed Aug 13, 2014 12:38 am

Do they convert ice walls to common walls?

I know, I'm obsessed with ice walls.
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Post by Pawelec » Wed Aug 13, 2014 9:18 am

Is it only with my Editor that walls with Xtrude <=0.5 let the fireballs pass if its source is placed next to such wall? :?
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Post by StinkerSquad01 » Wed Aug 13, 2014 6:26 pm

You might be using logic 6 walls.
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Post by Qloof234 » Wed Aug 13, 2014 7:42 pm

It's (probably) a remnant of Wall-Blinking, but monsters like FireFlowers and BurstFlowers can shoot through walls if they're right next to one.
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Post by Wonderman109 » Thu Aug 14, 2014 2:34 am

Fireflowers and thwarts were fixed since WAE1, actually. but for some reason, burstflowers definitely aren't. I used that for TMHII.
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Post by Yzfm » Thu Aug 14, 2014 10:04 am

Apparently, as I discovered while making my sixth adventure, fireflowers can shoot through walls if this condition is met:

F-Fireflower
X-Wall
S-Spellball traveling path
_-Floor


_____________S________
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_______________S______
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Jutomi
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Resemblance

Post by Jutomi » Thu Aug 14, 2014 4:48 pm

It kind of reminds me of how a player can Q-spell - if I am reading that map correctly, anyways.
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Post by Yzfm » Thu Aug 14, 2014 5:12 pm

Yeah, it must be remnants of that glitch. Although the player can't shoot diagonally in a direction if both the adjacent horizontal and vertical directions contain a wall.

That said, I'm pretty sure the grow-in-a-wall glitch has to do with the Q-spell glitch, since spellballs are created in a tile adjacent to the player, maybe they immediately create growflowers before the wall has time to destroy it.

Also, I discovered that if you're standing beside a wall, and trying to target a tile with your gloves active and charged with a color past that wall, the particle remains from the spellball may not be of the correct color.
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Post by Wonderman109 » Tue Aug 26, 2014 10:36 pm

Wonderman109 wrote:If a Kaboom! is killed in a wlv with a Zap-Bot, it will still say, "Stinker eliminated." :P
And if a Kaboom! dies by other means, the sound file played is still that of a stinker's. :o :lol:
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Post by jdl » Wed Aug 27, 2014 8:44 pm

jdl wrote:Just wanted to say that the "Couldn't Load Mesh" problem is really bad. I was cycling through the objects in the Editor and it error'd on me and I lost all my work for a wlv. It's my fault for not saving enough, but this really needs to be fixed. :(
Just out of curiosity, for those who experience the "Couldn't Load Mesh" error when opening the Editor or when cycling through objects, do you happen to have any Mcafee software on your computer?

Pawelec and I have been investigating this problem and right now the cause might be Mcafee.
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Post by Pawelec » Fri Aug 29, 2014 10:33 am

jdl wrote:
jdl wrote:Just wanted to say that the "Couldn't Load Mesh" problem is really bad. I was cycling through the objects in the Editor and it error'd on me and I lost all my work for a wlv. It's my fault for not saving enough, but this really needs to be fixed. :(
Just out of curiosity, for those who experience the "Couldn't Load Mesh" error when opening the Editor or when cycling through objects, do you happen to have any Mcafee software on your computer?

Pawelec and I have been investigating this problem and right now the cause might be Mcafee.
I did a test on a Windows XP machine running Avast! Free, the Editor worked fine, after switching to McAfee CLM bug started to occur, then the bug was gone after I switched to Bitdefender Free. The same thing happened on my Windows 7 laptop, so I'm sure McAfee is causing the Couldn't Load Mesh bug. McAfee's antivirus software uses multilayer safety procedures, which use enormous amount of CPU and longer the time of accessing files to an extend which makes Blitz3D consider the files nonexistent, displaying Couldn't Load Mesh error.
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llarson
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Post by llarson » Sun Aug 31, 2014 10:06 pm

So the 'sticky-text' bug that appears from time to time happened again...
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Post by Wonderman109 » Sun Aug 31, 2014 10:07 pm

I think that's some sort of advanced editor feature, not a bug. Maybe you keep pressing the combination for it by accident?
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Post by Pawelec » Sun Aug 31, 2014 10:33 pm

llarson wrote:So the 'sticky-text' bug that appears from time to time happened again...
It's not a bug, but an extremely useful Editor feature. When you press Enter hovering a certain field of the Tile Editor, you turn that field off to make it have no effect. To turn it on again simply press Enter again while hovering that field. It's described in official WA1 Editor guide, I'm not sure if Emerald mentions it.
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Post by jdl » Sun Aug 31, 2014 10:38 pm

Pawelec wrote:
llarson wrote:So the 'sticky-text' bug that appears from time to time happened again...
It's not a bug, but an extremely useful Editor feature. When you press Enter hovering a certain field of the Tile Editor, you turn that field off to make it have no effect. To turn it on again simply press Enter again while hovering that field. It's described in official WA1 Editor guide, I'm not sure if Emerald mentions it.
In case his guide doesn't mention it:
Official WAE Guide wrote:Advanced Technique: Placing your cursor on a Tile Tweak Setting (including textures) and pressing Return will “cross out” this setting. When placing a tile, any setting that is crossed out is simply ignored. For example, if you wish to change an entire group of tiles from Smooth to Jagged, but don’t want to change anything else, you can set the Tile Tweak to jagged, cross out all other settings, and paint over the required tiles.
Feel like posting it here since it's a little hard to find in the guide. I never found out about it until not too long ago.
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Post by Pawelec » Sun Aug 31, 2014 10:42 pm

Unofficial Editor Guide - Tiles
It turned out Emerald mentions that feature in subchapter 5.7., Crossing Out Factors.
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Doodle-Jag

Post by Jutomi » Sun Aug 31, 2014 11:42 pm

And to think that for over a dozen rooms, I've hand-replaces pretty much every wall so they'd look jagged, because I forgot to at first. :lol:
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Post by SearchForReality » Mon Sep 01, 2014 1:01 am

Are we discussing bugs or this feature?

Because I think this counts as a bug. It was the last of a set of ten editor windows I opened at once due to computer lag.
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llarson
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Post by llarson » Mon Sep 01, 2014 1:20 am

@SFR: huh.....maybe the graphics haven't loaded up correctly? (I need more programming knowledge)

@Pawelec & Jdl: I think I understand it now...thanks!
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Post by garirry » Fri Sep 05, 2014 11:10 pm

I'm not sure if this has been told, but on the Player, if you wait till the music ends, you get a MAV.
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Post by Wonderman109 » Sat Sep 06, 2014 1:45 am

Do you mean the main screen music?
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Post by garirry » Sat Sep 06, 2014 1:51 am

Wonderman109 wrote:Do you mean the main screen music?
Yep, that's what I meant.
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Post by Pawelec » Sun Sep 21, 2014 8:44 am

The bug I encountered is that objects trapped in cages can be Flashed, but they are taken from the cage after the cage is opened, not when Flash spell reaches them :cry:

My superhard Flash-cage adventure concept seems to be impossible to realise - I wanted to close cages with scritters and take them out of the cages with Flash, so the cages remain closed...
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Snowballs are Deadly

Post by Jutomi » Sun Sep 28, 2014 7:19 pm

I find a fair few strange bugs when I play Blaze's hub... :?

Here's one involving what I assure you are all ice flowers and their spellballs. :|
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Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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