Problems with Pits: Bug?

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Gambit37
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Problems with Pits: Bug?

Post by Gambit37 »

Testing out some possible puzzles in CBuild 1.58 and CSBWin 9.8v7, and keep getting a crash with some pits.

The pits are the most basic possible: Real, Obvious (Pit Open). The only potentially odd thing is that teleporters elsewhere target the cell the pits are on.

Whenever I enter the pit either by stepping into it or by using the teleporters, I hear the party scream, screen goes black and I receive this error: Illegal Object Indirect Index.

Other pits that don't have teleporters targetting them work fine.

Any ideas what's up?
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Post by Zyx »

I just hope you're not testing the dungeons I sent you. They're by no way meant to be played. They would probably turn to be a nightmare for CSBwin.

Other than that, I have no idea about what's happening. Did you chech the clones with CSBuild?
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Post by Gambit37 »

Nope, not your dungeons, something else! Brand new, from scratch. And yes, the pits do have empty cells below them and I have no clones...
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Post by Paul Stevens »

I tried to reproduce this using the same versions of the
programs. It all worked.

Can you send me the dungeon in a state such that I take one
step forward to cause the crash?
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Post by Gambit37 »

OK, CSBuild 161 prompted me to fix all the problem levels and now my dungeon works perfectly. Thank you!
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Post by Adamo »

error (?)
- clouds behaves like objects/beings (doesn`t "levitates") in CSBwin: when there`s a cloud with quite a long lifetime (for example large poison cloud) on a tile with closed pit, it falls down, when pit opens. It exists in deeper level until it expires.

warning
- shouldn`t be a warning of placing closed doors with a tile that you`re falling in? When you fall on closed door (using a pit), you can choose a direction that you want to go (while the doors still remains closed). I didn`t try it with teleporters (targetting closed doors) yet.
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Post by Paul Stevens »

Very curious about the non-levitating cloud.

The code has a special case for this but I
have commented it out for some reason.
Moreover, the code appears to only make
flux-cages levitate. Most curious. I am going
back to the origianl Atari code to see what
it looks like. Perhaps I mal-translated it and
then removed it to fix something.
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Post by Adamo »

When you fall on closed door (using a pit), you can choose a direction that you want to go (while the doors still remains closed). I didn`t try it with teleporters (targetting closed doors) yet.
I tried it with teleporters - works in the same way. Moreover, it works also with creatures. It`s funny, when you see a dragon teleported "inside" a closed doors.
PS. you can teleport party aswell (and probably monsters) onto a normal wall.

BTW: monster generators doesn`t work, when placed in a tile with door.
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Post by Paul Stevens »

monster generators doesn`t work, when placed in a tile with door.
Good.
===============================

With respect to the clouds falling down pits:
I am convinced that it worked that way in the
original Atari code. Only missiles and certain
monsters remain levitated over a pit that
becomes opened. The modifications that I saw
must have been some experiment by yours truly
that was later removed. I'll leave it as it is unless
I hear a loud storm of complaints.
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Post by Adamo »

btw2: STATIC clouds (I`m not talking about magical missiles, etc.) can be also teleported, even on closed doors or normal walls, where exists untill they expire (I know, cause I also teleported the party after them into that wall).

When we`re talking about missiles, not clouds, it works in a different way; when they hit into a teleporter targetting a normal wall, they explode BEFORE reaching that teleporter.

You can easily check teleportating static clouds in two known (at least by me) events:
1) when a static cloud falls down onto a teleporter,
2) when you make a non-active teleporter in the tile, where`s a cloud and activate that teleporter (by pushbutton, for example). Static cloud will be teleported.
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Post by Adamo »

Paul Stevens wrote:
Only missiles and certain
monsters remain levitated over a pit that
becomes opened. (...) I'll leave it as it is unless
I hear a loud storm of complaints.
hmm.. i`m the first person to complain about it; it causes some problems in my dungeon. Would it be hard or risky to change it? If so, I don`t want to bother you, but then again I would have to rebuild a couple of things in my dungeon.
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Post by Paul Stevens »

I don't hink it would be hard. Little risk - I doubt
that anyone built a puzzle that depended on dropping
a cloud through a pit in order to get it teleported to
level 12 where it would kill a Giggler who would drop
a Gor Coin to fire a missile to kill a Skeleton behind
a closed door. But who knows?

I'll change it if you can demonstrate that the PC
engine or the Amiga engine or an Atari engine
does this differently. Otherwise, I want to leave it
as it is because it is 'Standard'.
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Post by Zyx »

I used teleporting clouds in Conflux.
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Post by Adamo »

If you want to teleport a cloud, the teleporter has to be set to teleporting "monsters", "objects only", "party or objekts"? I set it to "everything", but I`m just curious, by what type of things clouds are treaten when being teleported.
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Post by Paul Stevens »

I used teleporting clouds in Conflux.
We ain't gonna stop the presses for news like that.
Now, if you had said "I didn't use ....".
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