[BUG][PLAYER] Falling lemmings can avoid being affected by objects sometimes

Started by Armani, April 25, 2022, 07:47:43 AM

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Armani



Falling lemmings can avoid being affected by objects if all the following conditions are met:

1) The object have to be very thin: specifically 2pixels or less

  - I'm quite sure this has something to do with the fact that a normal lemming falls for 3pixels every frame.

2) The lemming have to start falling 3n+2 pixels above the object

3) The most weird thing: The object must have level space of 258 or more pixels above it


attached the level file  ;)
My newest NeoLemmix level pack : Lemmings Halloween 2023 8-)

My NeoLemmix level packs(in chronological order):
  Lemmings Uncharted [Medium~Extreme]
  Xmas Lemmings 2021 [Easy~Very Hard]
  Lemmings Halloween 2023 [Easy-Very Hard]

namida

Did some testing. Confirmed I can reproduce this using your test level. I also found that a Reacher can exhibit a similar behavior, also with the "must be low enough in the level" requirement.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Found it. A position check during the check-trigger-areas-on-intermediate-pixels code, was written in a hackish way that produced a side effect of comparing values modulo 256 instead of comparing them properly. Fixed in commit afb61e1.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)