[FIXED] Climb up to bomb deeper! [BUG] [PLAYER]

Started by Nepster, March 28, 2016, 05:14:04 PM

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Nepster

Here are the steps to replicate the bug (or just solve the attached level):
1) Find a 7-pixel high wall.
2) Turn a lemming walking towards it into a climber.
3) Bomb the lemming during the second frame of the climbing animation (which is actually the first frame of the hoister animation)
4) See how the lemming explodes one pixel below the usual floor! 

ccexplore

I haven't tried the level but based on your description alone it sounds to me like it is expected.  Despite what the visual animation might have led you to think (though I feel like it's pretty clear, if you keep in mind that the lemming's position is typically where its feet are at), the lemming is still below the top of the wall at the point it starts transitioning to hoisting, and will continue to move up vertically during the hoisting until it is finished, at which point it reaches the top.

Nepster

Problem is: If you bomb on the first frame of the climber animation, the bomber hole is at the usual ground level. But between the first and second frame, the climber actually moves one pixel down, thus bombs a deeper hole in the original ground level below.

IchoTolot

This has to go, but I think it could be quite a replay breaker:

All bombers assigned on that climber animation frame will cause the replay to fail now. Bombing climbers is quite a standard process and I guess quite a few replays use this frame to assign the bomber. Maybe there is also another frame in the animation which is inconsistant, but I don't know.
A test version will be needed to estimate the damage.

EDIT: Or add special case for ground level: No bombing under ground level, just equal or above.

ccexplore

Quote from: Nepster on March 28, 2016, 07:11:09 PMProblem is: If you bomb on the first frame of the climber animation, the bomber hole is at the usual ground level. But between the first and second frame, the climber actually moves one pixel down, thus bombs a deeper hole in the original ground level below.

Okay, this sounds like a NeoLemmix-specific problem then.  I'm fairly sure this can never happen in the original DOS mechanics (which is saying something considering how weird it can be when it comes to climbers ;P).