28 November 2022, 20:17 | #941 |
Alien Bleed
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The preview snapshot of this video coincidentally highlights an interesting recurrent bug in which occasionally walls just don't render properly, giving a solid colour region. This bug exists in the original team17 release so isn't anything new.
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28 November 2022, 20:26 | #942 |
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yeah it happens a lot on the more complex levels at 'zone lines' PVS issue I guess?
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28 November 2022, 20:34 | #943 |
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28 November 2022, 20:41 | #944 |
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maybe, I know the last time I played the final level with that giant mantis, it (the mantis) was stuck with just its head and shoulders poking out of the ground. he seemed quite pissed about it (or having a seizure) didn't make it any easier to kill as I had jumped straight to that level with nothing but 20 shotgun shells that level was glitching all over the place
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28 November 2022, 21:27 | #945 |
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29 November 2022, 00:00 | #946 |
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just had a quick play with level P. in the editor I deleted all the enemies and pickups (left the control points in). there are still graphical glitches when walking around but mainly where you can see upper and lower zones at the same time, there are other glitches including multi coloured vertical lines that appear momentarily.
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29 November 2022, 00:01 | #947 |
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There’s a bug that exposes a „halls of mirrors” effect in level A already. If you stand on the small ledge, across the hallway where the very first robot steps out and turn left/right it shows up.
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29 November 2022, 00:25 | #948 | |
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Quote:
edit: added screen shots from level P Last edited by abu_the_monkey; 29 November 2022 at 00:41. |
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29 November 2022, 01:06 | #949 |
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a short clip of the multi coloured lines
[ Show youtube player ] like in level A, just on the transition between 'zones' |
29 November 2022, 01:14 | #950 |
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I will stress that these issues are present in the original ocean/team17 release and not introduced by any changes made to the code by pipper, Karlos or myself.
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29 November 2022, 10:30 | #951 |
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I would watch out for some bug in the depth sorting algo (if present) or somewhere between point rotation/projection and texturing. I assume that point rotation/projection happens in one go and creates some intermediate data that links to fixed object data (texture information etc.) to be used for texturing and then proceeds to texture all visible walls in a second pass. There might be some bad data / links created between the intermediate data generated by the projection algo and the texturing info.
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29 November 2022, 11:51 | #952 |
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I haven't gotten into the PVS / projection code yet. It does appear to rotate the entire set of map points which suggests it may be doing PVS in camera / screen space after rotation. This seems a bit wasteful but none of this is confirmed yet.
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29 November 2022, 18:01 | #953 |
mä vaan
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Hello guys and thanks for your effort to this.
How difficult would be make save game system more useable? So that current game situation could be saved any point of game? Or at least add text that warns that savin middle of level, will start it from begining? |
29 November 2022, 20:04 | #954 |
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@utri007
maybe pressing esc mid-game should just ask Quit Game? Y/N would be better/enough? or change the wording from 'save/load position' to 'save/load level' ? Last edited by abu_the_monkey; 29 November 2022 at 23:23. |
30 November 2022, 22:26 | #955 |
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30 November 2022, 23:09 | #956 |
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I think best would be if ESC wouldn’t kill the current game in first place
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30 November 2022, 23:19 | #957 | |
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Quote:
Thanks in advance! A. |
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30 November 2022, 23:26 | #958 |
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In the Zone AB3DTKG-Blitz1260.lha is a working installation. You can add any new .exes to it.
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01 December 2022, 00:21 | #959 | |
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Quote:
but with a quit game option right? this is a screenshot of the most basic option menu I have tried out. just text, nothing fancy and only 2 options. yes or no. |
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01 December 2022, 00:53 | #960 |
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No I meant, when you press ESC, you leave the game to the main menu, but when you return via the “Play game” option, you’ll be as you were and your progress will not be lost.
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