Mark W. wrote: > > It looks like there's a number of serious bugs that sneaked > > into crossfire recently: > > > > 1) Most invisible items are visible to the players (inv. exits, directors > > and stuff). You can see this wherever there are "invisible" exits. > > Error in coding of the update_position. I believe I have a fix for > this - is there a specific map example you can give me so that I can > verify this? Yes, the portgate and citygate maps in scorn are supposed to have invisible exits. Currently those are visible. The strange part is that they're not only supposed to be invisible, but also hidden below the floor. Both of which seems to fail... > > 2) Directors and Movers don't work anymore. Players don't get > > moved, bullets/missiles don't get affected by directors. > > Fixed this (will check into CVS shortly). The check for spell like > objects (which once we find one, we stop the walk on checks) was > checking the wrong value and checking too early.) Thanks a lot Mark. That was the real ugly one. (Had broken many maps). > > > > 3) Sometimes it happens that walls get teleported by teleporters. > > (Walls are of course supposed to be unaffected by teleporters). > > This can be seen in the map /peterm/Demonology/EarthStudy for > > example. When you speak the twisted name of the earth elemental, > > sometimes it happens that peaces of the walls get teleported > > together with the monster. > > This is not really a new bug in terms of teleporters. > > What used to be the case is that multipart objects were also saved/loaded > last, so they would always be on top of any walls (in terms of pentagrams). > > With the new map code, this is no longer the case - a wall may in fact be > in top of a section of the pentagram (as demonstrated in the map above). > Currently, the teleport code does no checking to see the nature of the > object it is moving. It will be easy to put in a check so things like > walls and other objects that should be stationary don't get moved. I'll > do that and put that in with the other checkins. As far as I've seen, the problem appeared only with the multipart teleporters (the pentagrams in Demontower and Chaoslair). Those seemed not to work correctly before and thus nobody noticed there are some walls on them which are not meant to be teleported. Maybe it is an easier and better way to correct those maps instead of not allowing walls (and other stuff) to be teleported. I could think of many cases where teleporting "special" objects like magic_ears/walls/ exits etc might be quite useful. Only things that should not be allowed to get teleported IMO are teleporters themselves and floors ("is_floor 1"). Actually it would be great if floors were completely ignored by teleporters to allow the latter being put below floors and still working properly. But there might be more important stuff to do. Andreas V.