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Level 3 Shield Bug
At Babylon we've discovered some kind of bug with the level 3 shield. We're 99.99% positive it's not a script on the server, but a bug in the actual game core. Feel free to test it on other servers to confirm it's not Babylon-exclusive.
Basically, the bug is that if you have level 3 shield, which as we all know, increases movement speed, when you hit a wall at about x = 15, y independent, you will move through that 1 tile of wall. It happens in any level, any tile type, as long as the x is right. It's also been seen at x = 1.5 too. GMaps don't seem to change this, so the x location is level-based, not gmap based. Anyway, we're hoping this can be fixed considering it happens in quite a bit of locations that kind of messes with the game. EDIT: I went on N-Pulse and it worked at 1.5 and 15 on there as well. |
Old and known. I've been confronting Stefan with that one ever since the release of v4.
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Wall detection was improved in v3 and server owners whined. Why? Because they designed overworlds revolved around sliding through cracks of tiles and other stupid things and were too lazy to go around and fix them. So eventually Stefan removed the better wall detection to stop server owners from having a heart-attack.
He should probably revisit it and tell everyone who whines to shut the **** up and actually put some effort into their servers for a change and fix things that shouldn't have been done from the start. |
Speaking of player movement speed, I'm fairly sure Stefan added/was adding a variable you could change to alter the players speed with v6.
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Yup, maxed at speed of 1.
I think it's: player.defaultwalkspeed or something long like that. |
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I like the corner-sliding-over-tiles thing, though.
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Why not use a serveroption set to true to use new movement? That way servers who whine can revert to old movement whilst new servers can utilize the power of the new system. This sounds like the most logical compromise for both parties.
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In fact, I should script a completely new language and have my server use it. |
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The point is that Graal wall detection is broken... but level designers made stupid decisions when creating levels that incooperated sliding through cracks of tiles as part of 'normal' navigation. They shouldn't have. Stefan fixed the ability to slide through tiles and suddenly everyone was up in arms because their overworld was now 'broken'. This should have been something that was avoided in the first place, and even so, they should have went around their overworld and fixed those bugs instead of complaining about the improvements. |
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This is an odd bug though, and makes me wonder exactly how default movement and detection is being accomplished... It's not exactly a rare bug though, as it's been around for a LONG time. There are also other wall detection bugs that involve walking along a wall and pressing down or something and being able to be lodged in the wall. Random things like this. I think it's time for an upgrade again! |
It's not that people are really getting through to places where they shouldn't, it just looks ugly that people can jump onto walls. Every time I see this, I have to open the level, shift everything a tile over. I shouldn't have to incorporate more scripts which can make more lag to fix a problem that Stefan should be fixing himself.
This is the problem with charging money for Graal. If you're going to charge money for a game, you should be prepared to be on top of **** like this. And as far as how this bug actually came to be, I'm guessing movement has been made more float based, so people are probably moving at something slightly above 1 tile at a time (maybe like 1.001), so perhaps that tiny float value eventually adds up, and at x=15 and x=1.5, the onwall detection (which, if you're even 1 pixel on a tile, you can walk over it) fails and you can get through it. |
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And yes, movement speed is not a very clean number. I think last time I checked you move with level 3 shield at .6000000001 or something like that, depending on which direction you're moving. |
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Totally my bad, I completely read your posts wrong. Sorry about that. And yeah, I'm surprised GS2 actually managed to go through considered how many people complain about having to fix things to update with new changes. I'm sure once tilelayers are expanded upon, everybody is going to slam the forums with a bucket full of tears. :) And @ the bolded text, yes, it only seems to happen when you are moving right. I've tried moving left all around the x coordinate that is affected, and there doesn't seem to be a place where it happens. |
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Anyway, here's a workaround, if you want to use it. I've been using it for quite some time. It's not perfect (in a coding way, somewhat hackish), but it emulates the level 3 shield very very well, although the whole thing is a tiny bit faster. I have this code segment running each frame in a timeout: PHP Code:
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