Testing for 0.9.23

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Wuzzy
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Hi! I opened this thread for everyone to report bugs and problems in the Release Candidate release for the future version 0.9.23. I will also try to keep you up to date on the latest progress.

Release Candidate 1: https://hedgewars.org/node/6857

List of known and confirmed bugs:

List of unconfirmed bugs (need confirmation)

Fixed in Release Candidate 1:

  • Ammo icons have white background
  • Most of all instant crashes (exit code 217) (but a few players still report problems)
  • Camera went nuts when you started the game with mouse centered
  • Missing frontend splash in Windows

List of all known bugs:
Go here

To help testing, please download the latest Alpha release and report back here.
I like to see more people trying to confirm the unconfirmed bugs. Please report if these bugs happen (or don't happen) to you as well.

KoBeWi
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Wuzzy allegedly wrote:
DLC doesn't work in Windows
It does for me.
Wuzzy allegedly wrote:
Ammo icons have white background
Not fixed.

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sheepluva
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KoBeWi allegedly wrote:

Wuzzy allegedly wrote:
DLC doesn't work in Windows
It does for me.
Wuzzy allegedly wrote:
Ammo icons have white background
Not fixed.

DLC PAGE is broken and Feedback. They work for you?

Playing with DLC content was fixed though, yes.

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KoBeWi
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sheepluva allegedly wrote:
DLC PAGE is broken and Feedback. They work for you?
As I said in some previous post, it just loads few seconds, but works.

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ruddleshadow
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Hi there, a list of things I found in current alpha:

- ninja rope cannot grip outside the "active window" when playing with "wrap map" modifier active (by active window I mean the window/map/camera currently focused)
- ninja rope is canceled when going from the "active window" to another window playing "wrap map" modifier active
- sometimes, portal gun does not work when shooting to "another window" with "wrap map" modifier active
- camera goes crazy when targeting/moving while playing "wrap map" modifier active
- molotov has weird bounce when thrown on rubbers (almost always bounce exactly vertically)
- flames on very high maps prevent the turn from terminating for a very very long time while falling until they reach the water

KoBeWi
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^
These bugs doesn't sound like introduced in this alpha. First two aren't even bugs - they replaced the formerly-broken mechanic of rope going through terrain on wrap mode. It's just a workaround, but that's how it's supposed to work.

The last one is very annoying and was there long before. I mostly had this problem when I set damage to some insane numbers and set the map ablaze. Explosions with 100000+% damage spread fire everywhere and it falls for... like, eternity.

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Wuzzy
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Quote:
- ninja rope cannot grip outside the "active window" when playing with "wrap map" modifier active (by active window I mean the window/map/camera currently focused)
- ninja rope is canceled when going from the "active window" to another window playing "wrap map" modifier active

This is currently intended behaviour. See the rope wiki page:
https://hedgewars.org/node/5316

The real bug (for now) are the graphical glitches.

I have made some tweaks (in development version).
Rope will be instantly destroyed when you try to shoot through, the graphical glitches should be gone. That way, it's more obvious you aren't really supposed to rope through the edge.

However, we are aware this behaviour is still not ideal and needs improvement. Ideally, the rope works perfectly normal through world-wrap boundaries.

Quote:
- sometimes, portal gun does not work when shooting to "another window" with "wrap map" modifier active
- camera goes crazy when targeting/moving while playing "wrap map" modifier active

You should post demos on https://hedgewars.org/demos as evidence. These bug descriptions aren't really helpful, I don't know what I have to do to see these bugs for myself.

I believe the latter bug has been fixed in development, but I'm not sure. Let's see what the 3rd Alpha will bring.

Quote:
- molotov has weird bounce when thrown on rubbers (almost always bounce exactly vertically)

Yeah, we found that in testing, too. It has been fixed, stay tuned for a 3rd Alpha release (I guess).

Quote:
- flames on very high maps prevent the turn from terminating for a very very long time while falling until they reach the water

This is true, but AFAIK the only way to get flames very high is by using absurdly high damage percentages, way beyond the 300% limit in the menus.

So I don't consider it to be that serious. Or is it possible to get very high flames in a different fashion?

One idea I have in mind is to add a fast-forward feature for situations like this.

UltiMaxKom
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ruddleshadow allegedly wrote:
- camera goes crazy when targeting/moving while playing "wrap map" modifier active

Never seen this one...

Quote allegedly wrote:
- molotov has weird bounce when thrown on rubbers (almost always bounce exactly vertically)
Wuzzy allegedly wrote:
Yeah, we found that in testing, too. It has been fixed, stay tuned for a 3rd Alpha release (I guess).

Why this happen? Do molotov have special properties in em'?

Wuzzy allegedly wrote:
This is true, but AFAIK the only way to get flames very high is by using absurdly high damage percentages, way beyond the 300% limit in the menus.
So I don't consider it to be that serious. Or is it possible to get very high flames in a different fashion?

One idea I have in mind is to add a fast-forward feature for situations like this.


Want to ask
Who want and why someone set the damage percentage beyond 300% after all?

And yeah, I vote for Wuzzy's idea to make special feature for these stuff. Fast-Forward!
Nobody going to watch this eternal boredom! Go home fire, you're drunk...

I love this quote :
[ "I'd rather be an optimist and a fool than a pessimist and right." -Albert Einstein ]

Wuzzy
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@UltiMaxKom:

This is the mototov cocktail bugfix (Pascal code):
https://hg.hedgewars.org/hedgewars/rev/943b258d5443

And your guess is right, the properties were wrong.

So I changed the properties. Most gears have elasticity and friction set, but this info was oddly missing for molotov cocktails, so they defaulted to 0. With a friction of 0, bouncing doesn't work like it should work and the X speed resetted to 0 on a bounce.

UltiMaxKom
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Wuzzy
Btw did anyone have report this kind of bugs:
Rope sometimes(?) deselected(detached mb?) if we firing weapon from it
Say one of shoppa player. He say all shoppa player know this one, so he wouldn't post it
But I think its better to ask it rather than before it too late (if nobody haven report it)
Is it already reported, fixed, or is it a bugs?
Tbh, idk about this bugs (I'm not a real shoppa player)
So idk how to reproduce or anything alike, just a news from my friend when I play with him recently
Thanks ^^

I love this quote :
[ "I'd rather be an optimist and a fool than a pessimist and right." -Albert Einstein ]

Wuzzy
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I have played around with rope and I remembered what this is about.

OK, here's the thing:

Normally, you lose your rope if you are already roping but you missed a shot.
E.g., you stand on ground, then shoot rope and get attached. Then you rope around

If you had rope selected, you can continue to rope normally, you just have 1 rope less. If you have infinite rope, this has no effect.

But if you had a weapon selected while roping, and then miss a shot, you not only lose your rope but also your secondary weapon becomes the primary selection, overwriting the rope as selected ammo.

This weapon switching behaviour is completely predictable, so not really serious and players can learn how to deal with it. But I don't think this makes a lot of sense and it can be quite annoying. Hedgewars shouldn't fiddle with the selected ammo for no reason. That's the real bug IMO.

I think the solution would be to retain the current selection (primary and secondary) completely even if you wasted a rope. The selection should only change when you used up all the rope.

After more research, I also noticed it's not only the rope, but all utilities which allow a secondary ammo. Like flying saucer.

This is actually very old, but thanks for bringing this up again. I noticed this in Shoppa as well but I always forgot it. Big Grin

I don't think you can ever get detached by using a secondary, however. This would be indeed serious. But I think this is just a myth.

PS: To learn more about the rope, read this: https://hedgewars.org/node/5316

S.D.
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Quote:
I think the solution would be to retain the current selection (primary and secondary) completely even if you wasted a rope. The selection should only change when you used up all the rope.

This change will break the punch from rope trick though

Wuzzy
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@UltiMaxKom:
I have reworked this rope selection thing now.

If a rope / flying saucer / parachute is destroyed, it still stays selected, no matter if you had a secondary weapon or not.
The secondary weapon is cleared, however. This is intended (you stopped using the utility, after all).

For the rope, “destroyed” means: You are already roping, shoot, but fail to attach to anything. Then your ropse is considered used up and you need another one. This is old rope behaviour; nothing of the actual rope behaviour has been changed. It's just that the selection is kept.

@S.D.: What do you mean?
Do you mean that when you intentionally miss a shot before hitting a wall, you will bounce off said wall?

I have tested it, it still works. Smile

S.D.
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No, i mean using firepunch from a rope. You cannot use firepunch as secondary weapon with rope. But there is a trick. If you select firepunch, then intentionally miss a rope shot, u can punch on the fly.

ruddleshadow
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KoBeWi allegedly wrote:

^
These bugs doesn't sound like introduced in this alpha. First two aren't even bugs - they replaced the formerly-broken mechanic of rope going through terrain on wrap mode. It's just a workaround, but that's how it's supposed to work.

Ok, got it.

KoBeWi allegedly wrote:

The last one is very annoying and was there long before. I mostly had this problem when I set damage to some insane numbers and set the map ablaze. Explosions with 100000+% damage spread fire everywhere and it falls for... like, eternity.

Quote:
This is true, but AFAIK the only way to get flames very high is by using absurdly high damage percentages, way beyond the 300% limit in the menus.
So I don't consider it to be that serious. Or is it possible to get very high flames in a different fashion?

One idea I have in mind is to add a fast-forward feature for situations like this.


Quote:
Wuzzy allegedly wrote:
This is true, but AFAIK the only way to get flames very high is by using absurdly high damage percentages, way beyond the 300% limit in the menus.
So I don't consider it to be that serious. Or is it possible to get very high flames in a different fashion?
One idea I have in mind is to add a fast-forward feature for situations like this.

Want to ask
Who want and why someone set the damage percentage beyond 300% after all?


I always play on very high maps (near the ceiling), so the problem is there even without crazy damage amplifiers.
It must be noted that, when flames are burning, they detach from the map (I think when there are no pixels left to burn?) and sometimes they trigger a chain reaction of falling > almost in water > another one detaches and falls > road to water > another one detaches, etc.
The fast-forward would be really cool, even in vertical rubber-bouncing in low-gravity on (it takes a lot of time to end). Or a maximum number of bounces.

Quote:
This is currently intended behaviour. See the rope wiki page:
https://hedgewars.org/node/5316

The real bug (for now) are the graphical glitches.

I have made some tweaks (in development version).
Rope will be instantly destroyed when you try to shoot through, the graphical glitches should be gone. That way, it's more obvious you aren't really supposed to rope through the edge.

However, we are aware this behaviour is still not ideal and needs improvement. Ideally, the rope works perfectly normal through world-wrap boundaries.


Wonderful, thanks

Quote:
Yeah, we found that in testing, too. It has been fixed, stay tuned for a 3rd Alpha release (I guess).
Great!

Quote:
ruddleshadow allegedly wrote:
- camera goes crazy when targeting/moving while playing "wrap map" modifier active

Never seen this one...


This is what I saw:
> I move the camera around
> I find a good camera position
> I try to aim, or move a bit
> The camera centers to the hedge, but not in the focused window, basically moving all way left or right to the adjacent one

And here's another one: I see that flakes in most themes are purely cosmetic, but snowflakes are a different thing - and I love it. But, flakes are spawned at a fixed height that is lower than maximum map height - it's ok if they are pure cosmetic, but in themes like snow/christmas where they affect the gameplay basically you can skip this "malus" by going higher than the clouds. Is this supposed to be like this?

I just realized that I never said thank you for this game, so here it is: thank you! Playing in office at fixed days, for months Smile

Wuzzy
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Oh. Yeah, this trick will no longer be possible, you would have to select shoryuken by hand.

This was mostly possible by accident anyway.

But maybe this behaviour could be re-introduced by using the “switching back to rope” thing only if the selected weapon is a valid secondry ammo. If not, the rope would be unselected after the rope got destroyed, like before.

So, a grenade as secondary weapon will would rope selected if the rope gets destroyed.
But a shoryuken as secondary would switch primary selection to shoryuken.

@nemo: What do you think?

UltiMaxKom
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Wuzzy allegedly wrote:
This weapon switching behaviour is completely predictable, so not really serious and players can learn how to deal with it. But I don't think this makes a lot of sense and it can be quite annoying. Hedgewars shouldn't fiddle with the selected ammo for no reason. That's the real bug IMO.

Agreed, we may can deal with it
But also I agreed that it makes little sense
Wuzzy allegedly wrote:
I think the solution would be to retain the current selection (primary and secondary) completely even if you wasted a rope. The selection should only change when you used up all the rope.

Hmmmmm... Anyone had opinion? I feel uncanny, to retain the selection completely
S.D. allegedly wrote:
This change will break the punch from rope trick though

So... Someone use such trick? Never seen nor do one, maybe I'm not good enough x)
But well, this trick quite insignificant IMO (just never had one)
Or maybe put a shortcut to select Shoryuken? <<<- Shoryuken, hail Hedgewars!
Wuzzy allegedly wrote:
But maybe this behaviour could be re-introduced by using the “switching back to rope” thing only if the selected weapon is a valid secondry ammo. If not, the rope would be unselected after the rope got destroyed, like before.

So, a grenade as secondary weapon will would rope selected if the rope gets destroyed.
But a shoryuken as secondary would switch primary selection to shoryuken.


Tbh, best idea ;]!
Still allowing RopeDaPunch trick and fix that OddyBuggy auto-deselector feature

Well, *Imagine*
if you're roping around and still need the rope but you miss a shot, then it force to select secondary weapon as the primary weapon, I would bet >80% this will result the end of your turn

So the conclusion for me (IMO) is to maintain rope as primary if the secondary weapon is valid to be used on that utility
But if secondary weapon can't be used on that utility, then automatically make secondary weapon as the primary weapon instead
So its relative to what secondary weapon are selected
Like Wuzzy said ^above^

In Kurzgesagt, I vote Wuzzy's idea ^^

I love this quote :
[ "I'd rather be an optimist and a fool than a pessimist and right." -Albert Einstein ]

S.D.
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Quote:
So... Someone use such trick?

Yeah, that trick is often seen in The Specialists mode.
Quote:
Or maybe put a shortcut to select Shoryuken?

This is not about shortcuts. You just cannot use shoryuken until u miss a rope shot or land.

Wuzzy
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I just made another tweak to the secondary weapon thing.

Now the selection is *only* switched back to rope/flying saucer/parachute if you had an ACTUAL secondary ammo selected (grenade, bazooka, but not shoryuken).

Like I explained before. I think this is the least disruptive solution, while still being an improvement.

So, new behaviour is now:

- All secondary ammos like grenade or bazooka: Switch back to rope/flying saucer/parachute if the utility is destroyed (e.g. rope shot miss).
- All other ammo like shoryuken, skip turn, switch hog , mortar (stuff you can't use from rope) etc.: Same as in 0.9.22. This means, this ammo becomes primary selection.

KoBeWi
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When you press T for chat in multiplayer, sometimes a "t" appears in message already.

Needs further testing, but Rubber Duck doesn't seem to work with Highlander.
EDIT: Yeah, just play Higlander with Crazy weapon scheme and the duck doesn't appear.

Theme Editor / Code contributions / WIP
"Official" themes:
Crystal | Belly | Dreamland | Sky | Factory | Beehive | Fire |
Slime
"Unofficial" themes:
Chalk | Bowser | GIRDERZZZ!!! | Mirage | Sudra | Zombie |
Grindea
Contributed themes:
Cyberspace

Wuzzy
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@KoBeWi: Rubber duck is available in the schemes. Please check your weapon schemes. Maybe you have duplicates here. Can you please post your weapons.ini from your user directory.

The chat bug never ever occoured to me. Strange.

Wuzzy
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Any Mac OS testers here?

If yes, I would be glad to hear some test results.
Especially if you experience these bugs (or not):

https://issues.hedgewars.org/show_bug.cgi?id=441
https://issues.hedgewars.org/show_bug.cgi?id=431
https://issues.hedgewars.org/show_bug.cgi?id=255
https://issues.hedgewars.org/show_bug.cgi?id=420

Note: You need to compile Hedgewars yourselves to test it. See here: https://hedgewars.org/kb/BuildingOnMac

KoBeWi
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Wuzzy allegedly wrote:

@KoBeWi: Rubber duck is available in the schemes. Please check your weapon schemes. Maybe you have duplicates here. Can you please post your weapons.ini from your user directory.
I can reproduce it with default schemes.

Normal settings:

The Rubber Duck is here.

Same settings, but on Highlander:

The Rubber Duck is missing.

Theme Editor / Code contributions / WIP
"Official" themes:
Crystal | Belly | Dreamland | Sky | Factory | Beehive | Fire |
Slime
"Unofficial" themes:
Chalk | Bowser | GIRDERZZZ!!! | Mirage | Sudra | Zombie |
Grindea
Contributed themes:
Cyberspace

Wuzzy
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I am being stupid. Yes, KoBeWi, you were right. I was just too stupid to understand what you said. The bug has been fixed now, rubber ducks now appear in Highlander.

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