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  • Users: Turret 49
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  1. T

    Enemy chase behaviour is random each Record Attack attempt

    While attempting a badnik bounce challenge, I noticed that the crawlas would behave randomly each time I restarted, whether it through the Esc menu or holding down the pause button. In the first video the game has been freshly loaded, and on the first "record attempt" the crawlas meet each other...
  2. T

    Duplicate Floating ring shadows in GFZ1 (Software mode)

    As the player passes the first checkpoint, these ring shadows rise into the air in the distance. Only visible in the Software renderer.
  3. T

    Egg Guards are immortal when inactive

    Though their shields can be destroyed, Egg Guards themselves are invincible, intangible and untargetable if they haven't seen a player yet.
  4. T

    NiGHTS drill ignores direct left/right inputs

    While drilling in NiGHTS, If holding directly left or right without any upward or downward input, the player doesn't turn at all. Apparently it's been like this for a very, very long time, since NiGHTS mode was first implemented. I always thought drilling felt weird to control. The Tails .gif is...
  5. T

    Moved Midtexture fence in THZ1 is acting as if it's skewed

    This fence has an area where it can be walked through, and cutting through it is an invisible slope. I've looked at the map file in zones.pk3 and the fence is set to be solid, and has [7] No Midtexture Skew set. Turning off this flag shows that when skewed, the fence matches the shape of the...
  6. T

    Spin characters get crushed by moving FOFs when jumping

    When a spin character jumps into a space they could fit into while spinning, and that space involves a moving FOF, they get crushed instead of going into roll state, even if the FOF is widening the gap.
  7. T

    Wall spikes and their base have incorrect y sprite offset

    "Incorrect" in that SRB2 pushes all of its sprites up by 4 pixels for whatever reason, so even if it looks correct in SLADE and Zone Builder, they're misaligned ingame, enough that the top spike in the comparison image below extends above the platform it's attached to. Zone Builder vs ingame -...
  8. T

    Duplicate Spike sprite USPKA0 is off-centre

    This same error was brought up two years ago in https://mb.srb2.org/threads/spike-sprites-are-1-pixel-off-centre.27392/, and it was marked as fixed? Not a "bug" so to speak, but it's worth pointing out. As noted in the linked thread, the other USPK sprites are aligned correctly.
  9. T

    Fixed Minus badnik gravflip bugs

    The rocks that Minus badniks create when they jump in and out of the ground don't despawn if they're gravflipped. The Minus' animation doesn't account for being gravflipped either, causing it to dig in and out of the ground bottom-first.
  10. T

    Gravflipped badniks can't move in a certain sector situation

    I've been having a problem with gravflipped badniks in my map and I've managed to somehow narrow it down to just two sectors with different ceiling heights. The badniks just can't move and I don't know why. When first loading the map they move momentarily, but after that (even putting "retry" in...
  11. T

    Player runs faster than normalspeed in 2D sections in 3D levels

    For whatever reason outside of maps with the 2D TypeOfLevel header, the player runs faster in 2D mode sections, past their normalspeed limit, even. This only applies on the ground, and is quite easy to notice with momentum mods, as they raise normalspeed if the player is moving faster than...
  12. T

    3D model color blending bugs out when skincolor repeats colors

    It's a bit hard to explain because I'm not entirely sure what's happening, but when a skincolor repeats a color multiple times in a row, the blending system will ignore the repeats and just act strangely, causing inaccuracies to occur. This effect is most easily seen with SKINCOLOR_ICY, where...
  13. T

    Splitscreen 1-up music bug when one player is dead

    When in Splitscreen mode, if a 1-up's jingle ends while one of the players is dead, the level's music doesn't come back, unless certain things happen depending on who is dead: If Player 1 is dead, simply respawning restarts the music entirely. If Player 2 is dead, first they need to respawn...
  14. T

    OLDC 2021 Round 2 votes and thoughts (Singleplayer)

    Map votes: 1. Caustic Crater Zone by Seaballer 2. The Twins Palace by Chaolino 3. Command Facility Zone by Twins'R'Okay 4. Nimbus Lake Zone by Yyeellooww7 5. Lofty Woods Zone by Vixuzen 6. Botanic Space Zone Act 2 by DeltaSanic 7. Blue Glacier Zone by BronsoKip 8. Lucid Landscape Zone by...
  15. T

    Duplicate HHZ's skybox causes splats to render incorrectly in Software mode

    Whenever the sky is being rendered in Haunted Heights Zone in Software mode, splats render off to the left of where they should be, with misaligned textures. Characters shown are Iclyn from HorizonChars, Vesola from Team Kinetic, and Gemma.
  16. T

    OpenGL colour error in character select screen

    I haven't tested this with all of them, but with certain skincolors there is an edge between the moving zigzag pattern and the text field in the character select screen in OpenGL, in Software mode it's all one continous shade. I've seen this edge appear with SKINCOLOR_SEAFOAM, SKINCOLOR_BEIGE...
  17. T

    When it comes to Lua code, what is plagiarism?

    Besides SRB2's wiki and its source code on github, I've been using other mods to help learn how Lua works and have applied that learning to my own code. But if for example a mod does something I wanted to do but didn't know how to code (breaking FoFs, breaking spikes, wall angle detection, or a...
  18. T

    Fixed Ramp Sector in GFZ1 allows reaching a high ledge

    This section of ledge here near the three "crawla stumps" can be climbed by Amy due to the tunnel below her being a Ramp Sector, her suddenly jolting up as if it were a bug. I don't think the Ramp Sectors here serve any purpose in the current version and are just redundant?
  19. T

    Invalid Slope-to-wall transfers give full aircontrol while spinning

    This seems to be due to the player gaining the PF_THOKKED flag?
  20. T

    PF_STARTJUMP isn't removed while falling

    If you release the Jump key while falling after jumping, PF_STARTJUMP doesn't clear; it only clears if Jump isn't pressed while rising from a jump or bounce. This is most noticable on any jumpspin characters, who will get their bounce height halved instantly if they're not holding jump. (see the...
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