20 April 2023, 11:11 | #2201 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
@grond
I don't know, I will check this when I get home this evening. |
20 April 2023, 14:36 | #2202 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
I think I have a lead. There's bit of code that modifies an undefined offset in the entity structure separately for player 1 and player 2.
|
20 April 2023, 14:53 | #2203 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
Sounds promising
|
20 April 2023, 15:35 | #2204 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
|
20 April 2023, 16:28 | #2205 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
|
20 April 2023, 17:41 | #2206 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
just checked and it happens the moment you press fire with the projectile weapons.
|
20 April 2023, 17:43 | #2207 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,278
|
|
20 April 2023, 17:50 | #2208 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
I've reintroduced a number of small divergences, one of which may have been responsible. The code in Plr1_Shot and Plr2_Shot contained a number of small, differences that I'd overlooked. In that code, "player 2" is always the remote player and not specifically master or slave. There was a bit of code that checks if it the player is the slave player and had opposite branching semantics for player 1 and 2.
I've implemented that at the smallest scope so that I didn't just end up splitting all the code back out into two completely separate paths. Hopefully it fixes the issue. |
20 April 2023, 17:54 | #2209 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
that sounds logical, hopefully it has the desired affect
|
20 April 2023, 18:14 | #2210 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
Hasn't broken single player so far.
|
20 April 2023, 18:20 | #2211 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
@Karlos
I just ran a quick test with the latest push and the map no longer has the issue (from very limited testing ie. start level A, fire off a few shots as player 2 with the map enabled on both players). However the weapon animations no longer run for either player I will test more thoroughly later. |
20 April 2023, 18:23 | #2212 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
Whackamole...
|
20 April 2023, 20:19 | #2213 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
Quote:
|
|
20 April 2023, 20:27 | #2214 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
when you select the rocket launcher, its animation of the sight popping out does run which is odd.
|
20 April 2023, 21:20 | #2215 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
I think I may have found another bug.
Entering the water at the start of level F in your mod seems crash the game for me. I will have to test this in other levels to be sure it is not just my installation of the mod. |
20 April 2023, 21:24 | #2216 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
|
20 April 2023, 21:28 | #2217 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
seems to be my install. it only happens at the first water pool in level F of your mod, the second one after the teleport at the bottom of the big lift is fine. all other shallow water pools I could think of to check are fine also.
I will update my install later edit: downloaded the latest version form git and all is fine now, panic over Last edited by abu_the_monkey; 20 April 2023 at 21:46. |
20 April 2023, 22:36 | #2218 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
I'm not going to get time to dig into it, but there's a bit of code where the structure offset EntT_Timer1_w is used differently for player 1 and player 2. One adds 128 to the offset, the other adds 64. This is the place I originally spoke of, that I said I'd handled. It's possible that the handling code was wrong and worked only because of side effects of the defects that have just been fixed. I can't remember exactly where it is in the code now, but a quick grep or use of your preferred IDE's find in files should do it.
I think that handling code may already be merged in the first round of refactoring so it's not necessarily in this PR. Here is a reference in the current PR, but I believe this one is correct: https://github.com/0xABADCAFE/alienb...player.s#L1171 If you can find it, feel free to experiment! |
20 April 2023, 23:43 | #2219 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,009
|
I will have a peek tomorrow when my eyes are not so tired
probably still just go round in circles, but at least it will not hurt my brain (as much) |
21 April 2023, 00:50 | #2220 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,335
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Alien Breed 3D II The Killing Grounds RTG patch | Angus | Retrogaming General Discussion | 63 | 14 December 2022 15:20 |
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors | Ian | support.WinUAE | 16 | 23 December 2016 15:50 |
Alien Breed 3D II : The Killing Grounds code booklet | alexh | support.Games | 19 | 10 October 2012 22:17 |
Alien Breed 3D 2 - The Killing Grounds | Ironclaw | support.Games | 12 | 13 September 2005 13:07 |
HD Version of Alien Breed I ? | Kintaro | request.Old Rare Games | 20 | 31 July 2003 10:48 |
|
|