wkRubberworm bug [Archive] - Team17 Forum

PDA

View Full Version : wkRubberworm bug

DarkLord22
26 May 2011, 03:52
I'm not sure if this bug is known already, but I'm posting this here.
The bug happens during initial plament of worms, specifically when a worm is placed under a falling crate (due to crate shower). Bug is easily reproducible. See the attached replay.
wkRubberWorm (0.0.1.7beta for 3.6.31.0)
sdet ldet fdpt crateshower craterate(3) cratelimit(3)

KMZ
26 May 2011, 18:03
Its not rubber bug. Game unprovided spawning of crates before all worms placed. Rubber forces it....

DarkLord22
26 May 2011, 20:37
Ah I see. So, is it possible to an an exception case for that in 0.0.1.8, or is this something that has to be added in the game code itself?

Deadcode
31 May 2011, 05:29
This bug is very similar to the recently discovered girder bug (http://forum.team17.co.uk/showthread.php?p=741007#post741007). If you click to Teleport into a spot that is currently empty, but then a frame later it is occupied (in this case by a falling crate), then the teleport fails and the worm does not move.
Initially placed worms are actually 1000 pixels above the top of the map before they're Teleported in, so if the teleport fails during initial placement the worm defaults to being 1000 pixels high.
So technically, no, this isn't a Rubberworm bug. But it could never happen without Rubberworm (or some other hack that makes things move during initial placement). If Teleport failed during normal play, the worm would just not move (it wouldn't suddenly appear 1000 pixels above the map).
It is Rubberworm's fault that crates fall down during initial placement, which really makes no sense (and is probably an oversight in RW's programming).
As for the replay — when played back with W:A v3.6.31.0 and wkRubberWorm 0.0.1.7beta (85504 bytes, md5sum bace0862e9821b8b3079d2928f2c0dc2), I see the bug (there is no apparent loss of logical sync), but I also see Checksum Mismatches at every checksum. Is this a bug in RW 0.0.1.7beta or am I using the wrong RW build?

StepS
31 May 2011, 14:40
As for the replay — when played back with W:A v3.6.31.0 and wkRubberWorm 0.0.1.7beta (85504 bytes, md5sum bace0862e9821b8b3079d2928f2c0dc2), I see the bug (there is no apparent loss of logical sync), but I also see Checksum Mismatches at every checksum. Is this a bug in RW 0.0.1.7beta or am I using the wrong RW build?
Same here.
DarkLord22, did you expect any errors during the online game (not in the replay)?
UPD: I found out the bug with checksums.
Upd2: it's WA's bug (thanks Deadcode).

DarkLord22
31 May 2011, 19:22
DarkLord22, did you expect any errors during the online game (not in the replay)?
No, there were no errors. However, we had to restart that game because there was no teleport in the scheme and no way to get back inside the map :(. Sorry for that...

StepS
31 May 2011, 19:24
No, there were no errors. However, we had to restart that game because there was no teleport in the scheme and no way to get back inside the map :(. Sorry for that...
Upd2: the checksums is WA's bug (thanks Deadcode).

vBulletin® v3.8.6, Copyright ©2000-2013, Jelsoft Enterprises Ltd.