View Full Version : new bug with 3.6.28.0 when TS is enabled
sergelac
5 Sep 2007, 01:23
sometime when a worm hit a mine while roping, the worm stay on the rope.
and if the worm health go to 0, he don't die and the turn never end.
already known. I suggest that you dont post any other ts/batty bugs, it seems annoying for CyberShadow
Deadcode
24 Sep 2007, 03:26
This was not a known bug. Thanks for reporting it, sergelac.
There is a glitch where if a roping worm is damaged on the same frame as its rope attaches, and its vertical velocity does not exceed half the default max roping speed, its rope is allowed to attach and the worm does not lose control. This is the glitch that makes it possible to skim water on the rope without losing your turn (in god mode).
With god mode disabled the worm would normally fall off the rope and lose control anyway, because of the damage. However, the glitch interacts with BattyRope in a way I did not anticipate.
Four events had to converge here: The rope had to attach on the same frame as the mine exploded; mines are only polled for proximity every 10 frames; the worm's resulting velocity after the explosion had to be vertically slow; and the worm's resulting health had to be zero, otherwise the game would have moved on to the next turn.
pisto, perhaps you were thinking of the known bug where if another worm is damaged while you're on the rope, you temporarily lose control of the rope — it stays attached (if it was already attached) but Left/Right/Up/Down do nothing, until the damaged worm is handled by the game (by reducing its health and exploding it if its health reaches zero).
yep, it must be that.
http://forum.team17.co.uk/showpost.php?p=597080&postcount=268
Deadcode
24 Sep 2007, 07:37
Hmm. First of all, CyberShadow shouldn't have claimed that we know about every TestStuff bug; I doubt that he knew about this one, and I certainly didn't. Please don't think that just because you have a teststuff bug, we already know about it; we know about a whole lot of them, but there's no possible way we could be sure that we know about all of them.
Secondly, pisto, your version of the bug didn't freeze the game. An infinite-loop bug, as enacted by sergelac's replay, is much more serious than a mild glitch such as having the rope stay attached after an explosion. Your replay and bug report did not suggest that the bug would be escalated by having the worm reach zero health, so it probably just seemed like "yet another teststuff bug". Nevertheless, thanks for your bug report (even though I missed it at the time, for which I apologize).
BTW, I've fixed this bug by forcing the rope-attaches-at-same-frame glitch to apply only to skims, where it actually makes sense. (The fix will be in v3.6.29.)
i don't know if i found somethong new:
playing with a TS on a scheme with a high water rise makes possible to shoot rope downward into to the deep water, and when the rope length would be maximum it will attach into the water
and even more!
dead worm skims through the indy wall!
I'm sure this can also happen (or used to happen) even when TS is not enabled, I might be lucky and find the replay - hitting a mine whilst roping and not getting any damage, that is.
and even more!
dead worm skims through the indy wall!
Really old news.
Edit: Don't need to watch it, I know what you're saying (a worm with the drowning animation skiming and going back down) and that *bug* has been there for quite a while.
edit again: Worms skim through land, so do nades, it's always been the case, if you mean that the worm skimmed when there wasn't any water then yes, old news still.
Really old news.
you even didn't watch what i proposed (ts_bug2_deadworm_skims_the_wall.WAgame (17.7 KB, 0 views))
Edit: the worm is skimming through the indy wall ;)
The glitch where the rope attaches under the water surface has been documented already, as far as I know.
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