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mobius

bug in editor?

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when I wire a on/off switch to a force floor or a flame jet instead of turning off then on then off again like I'm pretty sure it's supposed to [there are wired force floors in at least one CC2 level I remember, and I don't remember this happening though I do remember something odd about that level...]

 

what happens is [for example on the flame jet] it turns on, then on the next press nothing happens, though the wire changes color, then on the third press it turns off, next press nothing again but wire still changes color, etc. Why is this happening?

Same thing happened with force floors, they turn direction only after TWO presses.

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The flame jets and force floors change state when a wire they're connected to is powered (and do nothing when it becomes unpowered), this way you can hook them up to a button and you don't have to hold it down.

Other things like the pink toggle walls will change state when powered and when unpowered (I think). Also orange buttons change the flame jets but they change back when you step off.

 

If you wire up a pink button instead of a switch, then they will toggle each time you press it

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oh, that makes sense. thanks.

I kind of thought this remembering how that level in CC2 worked.

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Maybe I can ask a question here too? I don't get how you place wire on top of wall blocks. Seems like I'm missing something elementary here.

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I thought I'd ask another question here: Has anyone else had problems with recording replays where the recorded player acts as if the dimensions of the level is smaller than they really are? In my playthrough I walk 10 paces, but in the replay the character walks 7, and after that performing the rest of it's actions like it had reached it's destination. It happens every time I record the replay for the level.

 

What separates this level from the other ones I've done so far and been able to record replays for is that it's pretty wide; I think it stretches to 85 tiles horizontally and about 13 tiles vertically. But I'm not sure if that is the problem. The problem in my case occurs during a long walk on a force floor track, which again, may not be the source.

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I encountered similar problems. After I did some testing, I came to the conclusion, that after pressing a key for more than 4.2 seconds, the replay does not preserve the information of the key being active any more.

 

Here is a simple program, to reproduce the behavior, instead of going right 25 tiles as the character should, it just moves 21 tiles in the replay. To avoid this, you have to release the key, and press it again, as in the loop, where the replay shows the correct amount of movement to the left: :)

local ffi    = require "ffi"
local socket = require "socket"

ffi.cdef [[ 
  void keybd_event(unsigned char, unsigned char, unsigned long, unsigned long); ]]

local s = socket.sleep
local a = {r=39,l=37,u=38,d=40}
function p(x)
  ffi.C.keybd_event(x,1,0,0) end
function r(x)
  ffi.C.keybd_event(x,1,2,0) end

s(4) 

p(a["r"])
s(5)
r(a["r"])
s(0.1)

for i=1,25 do
  p(a["l"])
  s(0.1)
  r(a["l"])
  s(0.1) end

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That's odd. 4.2 seconds is the maximum time length for a single entry in the replay data, but the replay format comes with a continuation marker in order to support longer time periods. And many replays included in the CC1 levels use it (BEWARE OF BUG, for an obvious example). It ought to work.

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I encountered similar problems. After I did some testing, I came to the conclusion, that after pressing a key for more than 4.2 seconds, the replay does not preserve the information of the key being active any more.

 

Here is a simple program, to reproduce the behavior, instead of going right 25 tiles as the character should, it just moves 21 tiles in the replay. To avoid this, you have to release the key, and press it again, as in the loop, where the replay shows the correct amount of movement to the left: :)

local ffi    = require "ffi"
local socket = require "socket"

ffi.cdef [[ 
  void keybd_event(unsigned char, unsigned char, unsigned long, unsigned long); ]]

local s = socket.sleep
local a = {r=39,l=37,u=38,d=40}
function p(x)
  ffi.C.keybd_event(x,1,0,0) end
function r(x)
  ffi.C.keybd_event(x,1,2,0) end

s(4) 

p(a["r"])
s(5)
r(a["r"])
s(0.1)

for i=1,25 do
  p(a["l"])
  s(0.1)
  r(a["l"])
  s(0.1) end

 

Thanks for the heads-up and thorough explanation :)

 

It ought to work.

 

As another programmer, I can't count how many times I've told myself this :D. I'm running the debug build, maybe it's fixed in the public build (Y).

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As another programmer, I can't count how many times I've told myself this :D.

 

Indeed! In this case "it ought to work" really means "someone ought to have noticed this".

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I know how to draw wires, but how do you make them jump from one tile to another without interrupting the circuit?

 

You can either use steel walls or wire tunnels :)

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Remember that wire tunnels can be nested, so if you put two east tunnels in a row, then a west tunnel, it will only connect to the second east tunnel.

 

So far I've found that while tunnels seem cleaner, they are more confusing to figure out.

 

If you have a lot of connections, make all your walls metal.

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To be honest I can't believe no one pointed out this bug in the editor. It seems super obvious.

 

NeJmJM7.png

 

I'll revoke my CCZone membership license now.

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To be honest I can't believe no one pointed out this bug in the editor. It seems super obvious.

 

NeJmJM7.png

 

I'll revoke my CCZone membership license now.

(clap)

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You can either use steel walls or wire tunnels :)

I was searching for those wire tunnels.  I didn't realize that they were their own tile in the editor :facepalm: Thanks.

 

Remember that wire tunnels can be nested, so if you put two east tunnels in a row, then a west tunnel, it will only connect to the second east tunnel.

 

So far I've found that while tunnels seem cleaner, they are more confusing to figure out.

 

If you have a lot of connections, make all your walls metal.

Unfortunately in the level I am currently designing that could not work because it has horizontal and vertical wire crossing each other.  I will try to limit the use of tunnels to when it is required, however.

 

To be honest I can't believe no one pointed out this bug in the editor. It seems super obvious.

 

NeJmJM7.png

 

I'll revoke my CCZone membership license now.

That's not a bug, that's an ant!

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Unfortunately in the level I am currently designing that could not work because it has horizontal and vertical wire crossing each other.  I will try to limit the use of tunnels to when it is required, however.

 

If I'm understanding you correctly, this is not a problem because horizontal and vertical wires crossing are not connected to each other. It impossible to have a "four-way" wire connection.

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If I'm understanding you correctly, this is not a problem because horizontal and vertical wires crossing are not connected to each other. It impossible to have a "four-way" wire connection.

This is the part of the level that was problematic:

jL2BzUh.png?1

I wanted the swich to work with the horizontal wire and not the vertical one, and to prevent the wires on the right from connecting with the vertical wire.

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This is the part of the level that was problematic:

jL2BzUh.png?1

I wanted the swich to work with the horizontal wire and not the vertical one, and to prevent the wires on the right from connecting with the vertical wire.

 

The switch needs the wire tunnels, but the horizontal wire tunnels shouldn't be necessary.

 

It's impossible to have a "four-way" wire connection.

It's possible; you just have to do this:

 

wtjapNK.png

 

(blocking off the teleport is optional but recommended)

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The switch needs the wire tunnels, but the horizontal wire tunnels shouldn't be necessary.

 

 

It's possible; you just have to do this:

 

wtjapNK.png

 

(blocking off the teleport is optional but recommended)

 

wait, so for some reason wires going through a teleport like this connects them in a different way? I thought wires couldn't pass through thin walls.

 

----

 

on a different note: this is a possible bug in the game, not editor but; I'm sure most have noticed that if a block cloning machine is blocked in the direction it's facing, a block will still clone and come out in the opposite direction; even one way blocks facing the wrong way.

 

I know that they've been updating the game a little bit [i've noticed it change in a few minor ways over the past months], anyone know if they plan to address any bugs like this and other things in the future?

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wait, so for some reason wires going through a teleport like this connects them in a different way? I thought wires couldn't pass through thin walls.

 

----

 

on a different note: this is a possible bug in the game, not editor but; I'm sure most have noticed that if a block cloning machine is blocked in the direction it's facing, a block will still clone and come out in the opposite direction; even one way blocks facing the wrong way.

 

I know that they've been updating the game a little bit [i've noticed it change in a few minor ways over the past months], anyone know if they plan to address any bugs like this and other things in the future?

 

Wires can pass through thin walls.

 

And the block cloning behavior isn't a bug. If a clone machine is connected by wire (not by red button) and its initial cloning direction gets blocked, it will start cloning in another direction. This feature gets used in CC2 #192 (Boiler Room), as well as in some custom levels.

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green teleporters seem to be not always so random.

 

I've lined up green teleports so that monsters clone into one [always in one direction] and come out 5 or 6 others [forced in the same direction] but sometimes, it seems like they always come out of the same one over and over.

Often what's happened is; on the first test; the same teleport keeps activating. If I delete that teleporter then it appears to be "fixed" at least momentarily, because on the next test the other remaining teleports will be selected; seemingly randomly. But this problem kept happening a lot while testing a level I was working on. I can upload a picture if my description isn't very good.

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Green teleports, like walkers, are pseudo-random (so the same number is used every time). If you look at the lesson level where they're introduced, you'll notice that Chip gets sent to the left about 7 of the first 8 teleports. I think they actually use the same random numbers as the walkers, so when walkers bounce/green teleports are used should affect the random results.

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thanks for the info.

Here's something else I'm sure people noticed; if you have a lot of wires/logic gates present in a level; if they're on screen in the editor there is considerable lag when drawing or selecting, but only when the wires are visible.

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