Verge activation rate problem
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Wolf

I've noticed that sometimes zones don't activate when stepping on them even when the activation rate is set to 255.

I've run several extensive tests. The zones activate approximately 99.3% of the time. I wanted to test if it was (245/255) x 100% of the time, but I`m still not sure about that.
It makes no difference whether they are activated adjacently or not. It gives the same percentage.
The time interval between successive zone calls doesn't matter either.

I first noticed this when I was making a puzzle which involved a lot of zones, but also on other occasions later.
When playing Sully I step into the doorway to a shop, but the screen didn't switch (so the zone wasn't triggered), so I had to step out and re-enter the zone.

I hope someone else noticed this as well or I might go feeling lonely.

Posted on 2004-10-19 11:25:01 (last edited on 2004-10-19 11:27:31)

Zip

Yeah, when making p7 Interf. and I noticed that occasionally you can walk straight through a single zone square sometimes, so made somethings 2 zone thick to compensate. I'll add this to known issues.
(I've even walked straight over the cottage in sully before)

Zip

Posted on 2004-10-19 12:24:24

Interference22

Quote:Originally posted by Zip

Yeah, when making p7 Interf. and I noticed that occasionally you can walk straight through a single zone square sometimes, so made somethings 2 zone thick to compensate. I'll add this to known issues.
(I've even walked straight over the cottage in sully before)

Zip


I'm guessing this is somehow related to the way pixel-accurate movement is handled. It's annoying, especially with small (1 tile wide) zones. I've been compensating by making all my zones at least 2 tiles wide / high just to be safe. Hopefully, this will get weeded out and fixed.

Thought I was the only one getting this too!

Posted on 2004-10-19 12:37:17

Gayo

This is probably the worst bug currently in VERGE, yeah. Vecna is aware of it.

Posted on 2004-10-19 16:38:54

rpgking

I noticed that this mainly happens to me when I walk diagonally...

Posted on 2004-10-19 17:38:20

Gayo

Nope, it happens under any circumstances. Seems to happens bit MORE when one walks diagonally, but I might be imagining it.

Posted on 2004-10-20 01:44:51

zonker6666

Youre certainly not imagining it Gayo. I have instances where you can walk thru a zone without activating it 90% of the time by walking diagonally thru it.

Posted on 2004-10-20 02:50:25

mcgrue

The most useful thing we could have to debug this problem is hard logged data, methinks.

Posted on 2004-10-22 07:11:46

Wolf

What data do you mean exactly?
I've made a huge track of zones, I think 2014 zones or so (not sure) and a route to walk through all of them.
The code was simple a log entry and I used it to see how many times the zones got activated.
I got within 4 of 1996 everytime. Whether I had my walking speed set to 100 or 10000 (seriously).
I've put gaps between the zones, but didn't make a difference.
I activated them with enter (not 2000 times ^^), but also got the same percentage of activations (and sore fingers).

Posted on 2004-10-22 20:07:27

mcgrue

Could you log the x/y coordinates of the player upon zone activation, and log the x/y coordinates of the player on every render using a Hookretrace'd logging function, so we could trace what happens to the the positions as far as the engine is concerned on the skips?

Or is this a patently bad idea that won't illuminate the problem? I'm just interested in shedding some reproducable light on this error since it is... quite annoying.

Posted on 2004-10-22 20:15:02


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