[CF-Devel] Some minor bugs

Mark Wedel mwedel at scruz.net
Sat Apr 28 01:06:15 CDT 2001


Tom Barnes-Lawrence wrote:
>
     
     
     >
     
      >From 0.98.0
     
     >
     
      I expect they've already been seen and corrected in CVS, but just
     
     >
     
      in case:
     
     >
     
      1)The change in animation code means switches and doors under player
     
     >
     
      don't update in the floor display. Presumably seen weeks ago.
     
     
 
Yours is the first report.  I'm guessing most people don't look at that very
closely.  I've made a fix in CVS fo this.

>
     
      2)Entering maps and being blocked from entrance by monsters (because
     
     >
     
      they're standing where you're supposed to enter): One case in navar
     
     >
     
      where the little houses are all one map, so vikings had already moved
     
     >
     
      (and killed my low level character, I hadn't expected them), this
     
     >
     
      would be a map issue; BUT OTHER CASE, AFAIK, was a random map! Either
     
     >
     
      way, I hadn't been on that map before, and found myself surrounded
     
     >
     
      by creatures, incl. an ogre standing on the exit. That is surely a
     
     >
     
      big foobar. In long term, it would be nice if you could set "no
     
     >
     
      monster" flags on exits to stop this (actually, checkinv can just
     
     >
     
      about do this right now).
     
     
 There have been changes to the random map code so monsters should not appear on
top of exits anymore.

 However, there is nothing preventing monsters from moving onto exits after the
map is loaded.  I'm not sure how desirable this really is.  A common tactic for
players is to retreat to the previous map since monsters won't follow.  IT seems
me a valid tactic to make this harder is for monsters to block exits.

 BTW, if this was done automatically (ie, monsters won't ever block exists) I
think several maps could get broken, as monsters may now be restricted from
where they can move to.

>
     
      3)Strange button setting: One of my maps has the spike+boulder
     
     >
     
      machinery, but with *two* buttons under some of the spikes, to
     
     >
     
      take boulders along a line. When put a character in the map, it
     
     >
     
      messed up. When I reloaded it in crossedit, it had set many buttons
     
     >
     
      to be pushed already. Looking at the map source, none of them were
     
     >
     
      so (it is decided by "value", isn't it?). I figure both the server
     
     >
     
      and crossedit are using the same methods to calculate this. Mucking
     
     >
     
      about with weight value of *some* of the buttons sorted it, I
     
     >
     
      suppose it was assuming *all* things with weight value applied that
     
     >
     
      weight to buttons below. Fairly sure this wasn't a problem in the
     
     >
     
      older crossedit (from 0.95).
     
     
 Actually, the editor does not really much with this.  The editor does not do a
lot of processing in order to try and not modify maps.

 when the server loads a map, it syncs all the buttons up so they have the same
value (ie, everything with that connected value is either on or off, and not
some and some off).  Now it would be nice of the editor did have some sanity
checking operations for things like this.

    
    


More information about the crossfire mailing list