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ranged weapons or spells passing through monsters

Posted: Wed Apr 17, 2002 3:08 pm
by Lunever
I just downloaded V0.19 and noticed, that one nasty bug from the previous version is still in there: Sometimes if you shoot at a monster while it is moving forward, the shot will pass right through the monster. In previous versions I also noticed, that you don't get hit by spells, if you are standing on a spinner, which may be the same or a similar bug.
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hmm..

Posted: Wed Apr 17, 2002 3:23 pm
by LMB
Could be the same bug - There is no fireball explosion against the yellow worms at the start of CSB. It could be that the spell is going right through them, as explained above. Not Sure.

Re: hmm..

Posted: Wed Apr 17, 2002 3:36 pm
by Lunever
Nay, the bug occurs only, when the monster is moving in the direction where the shot comes from at the same time at the shot reaches the monster.
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no bug

Posted: Fri Apr 19, 2002 11:26 am
by sucinum
what u call a bug (monsters dodging missiles by walking forward) is not a bug, but a feature that was already implemented in DM. as long as george hasnt increased the ai of the monsties that they always dodge missiles, its ok :)

Re: no bug

Posted: Fri Apr 19, 2002 3:42 pm
by Lunever
Well, if a monster would walk forward to dodge a missile, I would accept that as dodging. But what I mean is, that monsters can dodge a missile coming in from their frontside by walking forward, so they are walking right through the missile, and in all that endless hours I played DM&CSB on Amiga or DM in MS-DOS that has never occured, so that's why I call it a bug!
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shadows

Posted: Sat May 11, 2002 2:14 am
by cowsmanaut
I wonder.. could this bug be fixed by shadowing in some way the monster.. so that it exists on two squares while moving? this way there would be something there at all times.. instead of flipping forward. moo

Re: shadows

Posted: Mon Jun 17, 2002 9:08 am
by George Gilbert
I think I've fixed this too. There was a small opening whereby a monster could be repositioned on the same tile and not be put through the collision detection routines. I've plugged this gap - hopefully it should all work now!

This fix will be in V0.20