CSB .21 bugs

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Lubor Kolar
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CSB .21 bugs

Post by Lubor Kolar »

I am sorry if these bugs were already reported, but better twice than never :-)
All coordinates are according to DMute.

1. The blue haze at (20,27,5) operated by pressure pads at (19,27,5) or (21,27,5) is permanent in CSB, but in RTC it appears only when party stays on the pressure pad.

2. Doors at (29,9,7) are choppable in CSB, but they aren't in RTC

3. Teleporter at (5,18,5) should be silent

4. Teleporters in that are works wrong. In RTC I can hold "Up" key and party passes through that room, but according to DMute it is not so easy, because holding "up" ley will loop you in endless loop because you are teleported back near to the entrance to this room

5. Item at (24,23,6) should be "Cross Of Neta"

6. Monster teleporation implementation in RTC is definitely wrong. In CSB if monster should be teleported and destination is blocked (by another monster or party), monster is not teleported. In RTC is monster teleported and immediatelly dies. You can see the difference between RTC and CSB staying at (18,35,8) . If you lure monsters, when they step on (19,35,8) , they are teleported to (18,35,8) and die (because your party stays here). With this behaviour was too easy to destroy all Vexirks and Deth Knight from the "Hardcleave" room.

7. Teleports also work wrongs. When I was at (18,36,8) with Vexirk at (18,35,8) , I used Horn of Fear. Vexirk was facing tile (19,35,8) and tried to enter that tile. But there is a teleporter moving monster back to (18,35,8) . But Vexirk (before the move) was staying at rightmost (when looking from south to the north) part of the tile, but was teleported to the leftmost part of the (18,35,8) , which looks as "backstep".

8. Other teleport problem I found was when I was staying at (15,23,6).
a) I remeber it not at 100%, but I am almost sure when I walked to (16,23,6), I was teleported to (17,20,6) in CSB. In RTC I wasn't.

b) When I slayed ant-men which were at (16,23,6), their clubs was immediatelly teleported to (17,20,6) in CSB. In RTC these clubs fell down and remained at (16,23,6).

c) When I casted a spell, the spell was teleported to (17,20,6) in CSB. In RTC I met very weird situation: either my spell (fireball) exploded at (16,23,6) killing some ant-men or it exploded at my position (15,23,6) harming my party.

d) When I picked up clubs and threw them forward (from (15,23,6) to (16,23,6), they was appearing one level lower at (15,24,7)

9. After choosing path on "Juction of ways", invisible and indetectable teleporation occured in the CSB. In RTC I can detect my party was teleported because dungeon was changed - teleporation is so smooth as in CSB.

10. When I was in starting room (31,26,4), I saw worm which entered teleport, I think it was one at (34,27,4), which is definitelly wrong. I have screenshot at home, but unfortunatelly no savegame.

11. In NETA path at (23,20,7) I met screaming slice (probably coming from the room (28,26,7) where I forgot to close door). I don't remember exactly but I think in CSB this was not possible because of presence of "monster blockers". Once I killed a worm when I was teleported to the Juction Of Ways. I wonder how could a worm get there. I played CSB dozens hours and it never happened to me, but in RTC-CSB which I played for about 1 hour it happened.

12. Munchers appering at (28,32,7) are appearing too slow or are moving to slow. In CSB it was almost impossible to get to the stairs at (30,31,7) without killing single Muncher, but it is pretty easy in RTC to avoid these munchers).

13. I don't know if mummy generator at (17,25,8) could be turned off, but after big battle I killed all mummys and although I walked over pressure plates at (9,21,8) , (10,21,8) and (16,25,8) which should activate generator, I didn't meet more mummys comming from mentioned generator.

14. At cerain places - for example (16,38,8) or (9,20,3) monsters behind the doors (Vexirks for the first place and dragon for the second place) was casting spells (which exploded in the doors) although I was behind the CLOSED doors without door-windows. I think monsters should not attack doors if they could not see my party.
According to this point - if the doors (facing south and north) are closed and I am on the south part, should I see an explosion when fireball explodes on the northern part? I think not, but I can in RTC.
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Gambit37
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Re: CSB .21 bugs

Post by Gambit37 »

Switch off emoticons when posting numbers with brackets! :)
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Lunever
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Re: CSB .21 bugs

Post by Lunever »

If we are about to report bugs, that were at least partially already reported, I want to emphasize, what bugs are really important to be fixed in V0.22:

1) The wall blocking Dain from the DDD must open!

2) There should be a silent, invisible teleporter upon the laughing pit, teleporting monsters (only) back where they came from (i.e. east). Currently, so many rives get through the cellar of Neta to the JoW, that you'll have an entirely grey screen for about 10 seconds, because of all the rives dying when you're teleporting back to the JoW.

3) Many teleporters should get secured with silent, invisible teleporters on the tiles around them, to keep monsters from using them. For example every monster of the room of the master lock has teleported to the entrance of the DDD by now, including Chaos Himself. Fortunately the game can be solved without the master key.

4) The functionality of pickable locks must be fixed (see thread lockpicks).
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Lubor Kolar
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Re: CSB .21 bugs

Post by Lubor Kolar »

Oh no, I am sorry for the emoticons, all smileys should be 8).

About the duplicates: I don't want to reopen once reported bugs, but I reported all bugs I found during my 1-hour game and which I didn't remember as posted bugs (but as I see, I was wrong and some of them were already posted, so sorry for these duplicates).
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