General CSB debugging

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George Gilbert
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Re: General CSB debugging

Post by George Gilbert »

Cool - there are already objects that cover the four cases above and as you say to create an "invisible" one you can combine any other one with a trigger that toggles to create the "invisible" one so there's no need to change the underlying source.

However, a different question is: are there any places in the CSB dungeon (or DM for that matter) that need such an "invisible" pit - if there is then I'll change the CSB source text file...
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Re: General CSB debugging

Post by billgus »

I went back and checked the places I thought I saw an invisible pit...

Dain Snake Spiral
Neta Mummy Room
DDD - Dain-path

All had outlines. So it was just me.
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Re: General CSB debugging

Post by billgus »

A few more items:

(Engine) In FTL's engine, spell effects for Fireball/Lightning, Poison Cloud, Zo/Dispell and the died cloud all are visible in the 4th square away. In RTC, they are only visible in the first three squares.

(engine) The wizards seem to be very quick in RTC. In FTL, they throw a spell every 6 seconds or so. In RTC, they act like they have machine guns.

In the Neta door maze, when you step into the square before the square keyhole, a wizard appears next to you. In FTL, it appears in that square as you leave it. Sounds like the pressure pad polarity is backwards.
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Re: General CSB debugging

Post by billgus »

I hacked the source file to quickly reach the DDD so as to test in that area. First results are in...

2002-Jun-06 - DDD testing

Several fire pits in DDD show as large pads.
(The source has firepits, but also pads. Probably some cut-and-paste problems.)

Pit to second room (straight) doesn't toggle. (3271 - double toggle?)

Wall toward Ku path toggles - should be 'deactivate constant-weight' with a small delay (1 or 2). (3272 - need CONSTANT_WEIGHT and DELAY:1)

Pits in dragon below are immediate open - should be after sixth or so.

Dragon Below: Doors out and movable wall should be CONSTANT_WEIGHT. (4194&6, 4266)

Dain 'pay for key' puzzle doesn't work. Takes lots of items, no sound of teleport, no key after five (six?). (Tried to fix but haven't got it yet.)

Skeletons in Neta Gate Puzzle always move east-west, never south. (Engine/'AI' problem)

Neta path after gate, Giggler wall should be CONSTANT_WEIGHT. (4349) Pits should be open (4324&6).

Fireball Row - switch doesn't kill shooter (2311 - should be DESTROY?)

Fireball Row - corner pit switches are once only, should be reusable (2025 & ?)
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Re: General CSB debugging

Post by billgus »

What is the correct terminology for pits?

Illusionary Pit - just a floor with open pit graphic.
Fake Pit - just a floor with closed pit outine graphic.

Switched Pit - outline or open, safe in outline state.
Auto-pit - outline, opens when you step on it.

Invisible Pit - switched between floor (no graphics) and open.

Does this sound right? Any others?
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Re: General CSB debugging

Post by billgus »

More DDD work:

Dain:

I still don't have the Pay Puzzle working. It now opens, but on the first item - should be fifth.

The lower Cross-keyhole ate the key. (4308)

The Greed Niche had the items in reverse order. (2239..)

The switch didn't open the door. (2243 & 2261) It was pointing at the frame of the door. So was the Iron Keyhole.

The oscillating pits didn't. I had the split the RELAY into two. The first retriggers itself using ACTIVATE and the second TOGGLEs the four pits.

The whirlpool doesn't show Haze like FTL's.

The RA keyholes are suppose to something with ZoKathRa, but the RTL source doesn't have anything for it. I can't tell with DMute what should happen.

Neta:

(Skipped the Skeleton Puzzle)

Fireball Preview: Pits in Giggler side room were closed/hidden, should be plainly open.

The wall opened even when I faced it. I thought the FTL version required not facing it, but I'll have to check that.

Fireball Row: Switches to lock pit in NW corner were once-only in source.

Had to change the switch to DESTROY to kill the shooter.

Ros: the Slide corridor was an instant trip to the pit. The teleporters should be STATE=INACTIVE.

I still haven't got a good timing for them either. Should be just faster than walking with one party member with an injured leg/foot.

After falling I got to see the Scone Pit. (7076) The source had it set as a torch in the scone - it should start with an empty scone with a torch in the same square (hint, hint). All three pit overrides were set to open - only the visible pad should be open - the other two should close the pit. I still haven't seen the wall open - probably need an inverter. That is, the scone should open/close the pit & wall together, so it acts like a switch between the two exits.
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Re: General CSB debugging

Post by billgus »

Some quick top level stuff:

The double keyhole opened the wall on the first key and the door on the second. I'm guessing this is two bugs. The order is probably backwards and the keyhole is triggering on single keys - not double.

The topaz key did not disable the poison shooters.
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Re: General CSB debugging

Post by George Gilbert »

FYI - all of the issues in the above thread up to this point have been fixed (apart from Gambit's motherboard - that's his call ;-). I'll release the updated CSB dungeon with V0.20.
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Re: General CSB debugging

Post by Gambit37 »

All sorted - I have a shiny new machine I built from scratch, and it's very nice indeed. RTC runs at about 80 FPS compared to the 15 or so I used to get - is that good?
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