[Fixed for V0.39] monsters bypassing monster teleporters

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Lunever
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[Fixed for V0.39] monsters bypassing monster teleporters

Post by Lunever »

Some time ago I reported for V0.37 that monsters in the zoo-like southwestern area of DM level 09 have been occassionally bypassing the teleporters that contain them.

Since I had been playing at archmaster level then we assumed that this would be a monster speed issue, that would be fixed by reducing the speed increment for 38.

However, it happened again in 38 at adept level, and now again in 39 beta at just journeyman level (half of that zoo wandered off to the eastern part of the level), so I assume it's not a monster speed issue then. Maybe the frequency of teleporter check or the way the engine handles monster teleporters in general have to be checked.
Parting is all we know from Heaven, and all we need of hell.
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George Gilbert
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Post by George Gilbert »

Well, the teleporter check is instant so it's not that.

I'll have a look in more detail about how the engine handles putting multiple monsters on a tile, because it might be something to do with the teleporter destination tile being full and the monsters "spilling" over to a position outside the teleporter zone.
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George Gilbert
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Post by George Gilbert »

There is a small possibility of a spill, so I've adjusted the mechanics to prevent this.

It's not entirely obvious though that that was the source of the problem you saw - if this occurs for you again in the full V0.39 release, can you send me a save game showing the problem so I can check the states of the teleporters etc to check that they havn't accidently been turned off or something equally daft.
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Lunever
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Post by Lunever »

Sure, I will use the Encyclopaedia maps to compare if everybody will be where he's supposed to be. If I ever again should see for myself that a monster is walking, running or floating through a teleporter I will make a screenshot and capture a savegame.
Parting is all we know from Heaven, and all we need of hell.
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