Official Game Feedback

  • therocketeer
    5th Aug 2011 Member 0 Permalink
    damn, these are broken-



    nice work, devs.
  • jacksonmj
    5th Aug 2011 Developer 0 Permalink
    Fixed things include:
    • Sign tool creates invalid walls
    • LRBD/RBDM isn't ignited by WATR
    • Rotating a stamp with walls as wide as the window causes a crash
    • Invisible photons
    • WARP+SING destroys DMND
    • Lua can't create photons in glass
    And some fixes for changing element properties with Lua.

    The spark speed fix discussed in this topic isn't in the new beta, I need to test it a bit more first.

    @therocketeer (View Post)
    More like: "damn, the bug demonstrated in these saves is fixed".
    invisible photons == broken
    Caused by pipe not storing exact values for all particle properties.
  • therocketeer
    5th Aug 2011 Member 0 Permalink
    @jacksonmj (View Post)
    but it was a nice bug. I spent ages working on those. And now they are just... worthless. ..|..
  • BuysDB
    5th Aug 2011 Member 0 Permalink
    my tu-119 save is also broken in the beta.

    The pipes don't eject the steam.
  • jacob1
    5th Aug 2011 Developer 0 Permalink
    I noticed the the latest beta uses the new save format, but it still has some bugs. Stickmen aren't initialized when you load a save, so their legs stretch to the middle and the become very glitchy. Also, tmp2 isn't saved, so PBCN doesn't save right. I fixed both of these for my mod, so they are already on github.
  • jacksonmj
    5th Aug 2011 Developer 0 Permalink
    @therocketeer (View Post)
    I'm sure you can find more bugs to exploit. There seems to be a never-ending supply of them :P

    @BuysDB (View Post)
    Oops, that breakage wasn't intentional, I'll go and fix it.

    @jacob1 (View Post)
    Thank you, I'll have a look at your commits.
    Edit: I've pulled the relevant commits into my branch, and fixed prerender_save dcolour to work with different pixel formats. dcolour is always ARGB, but the pixel format in video buffers varies between operating systems (I think it's BGRA on Mac, for example). The macros defined in graphics.h are used to correctly read/write pixels in the video buffer format.

    Perhaps stickmen leg positions should be saved. Also, SOAP can potentially cause crashes in the new format - either the links between particles need saving or SOAP ctype needs clearing on load.
  • iamdarkness
    5th Aug 2011 Member 0 Permalink

  • therocketeer
    5th Aug 2011 Member 0 Permalink
  • iamdarkness
    5th Aug 2011 Member 0 Permalink
    ok the beta fixed where it WASNT igniting
  • therocketeer
    5th Aug 2011 Member 0 Permalink
Locked by Simon: Getting a bit cramped