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RssFeedbacks and Suggestions » Bug in version 0.9.2 parachute is always available
   On 05/09/10 at 12h37 Quote      

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Hello,

in version 0.9.2 you can take the parachute as often as you want, there will always remain one.

Edit: I've just found out, that sometimes the number of parachutes is decreased. If you press 'space' before using it (so that the message "The parachute is activated automatically." appears), it is always decreased.

Additionally, if you close the parachute by pressing 'space' while flying, the character doesn't fall down vertically, but goes on moving horizontally. (I at least suppose that this is not wanted :hehe )

qwert



Edit by qwert On 05/09/10 at 13h06

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   On 05/09/10 at 20h14 Quote      

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Hn... I'm going to test. If it's reproducable, I'm going to file this as a new bug.

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   On 05/09/10 at 20h15 Quote      

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This bug is filed as issue #16011to the bugtracker. Feel free to add any necessary information.
 
Yours, FUZxxl



Edit by FUZxxl On 05/09/10 at 20h31

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   On 07/01/10 at 23h07 Quote      

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Hello
I am actually on ubuntu
I have a bug which sometimes occurs, when it belongs to me to play by moment my skin made by the movements alone example: he(it) raises the alone sight, he walks(works) in a sense(direction) and when I want to make him walk in the other sense(direction) he fights for going to his sense



Edit by guide On 07/01/10 at 23h08
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pour la révolution warmuxienne! :top

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   On 07/02/10 at 00h01 Quote      

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This is an issue I had for a long time. To do a workaround: Press the key of the SAME direction, the character moves to stop him. I don't know, what the reason for that is. I'm very happy, that someone can reproduce this.

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   On 01/15/11 at 19h50 Quote      

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At first, sorry for by bad English and sundry Differences about the Weapon Names. I play the German Version of the Game.
And the Game is very good, but not perfect. The Netcode, I think, is better then in Worms.

I have found some Bugs or Differences between Worms and Wormux.
- The Dynamite is fall through the Players.
- I can`t jump backwards.
- In my Opinion the Players should be jump higher and further.
- The Fire must count down my Healtpoints if I stay above.
- The Skunk often wind up.
- I don`t Know the Sense about some Weapons (Noisebomb, Clusterbomb) because the are making nearly no Damage.
- The controlled rocket should make a major curve.
- The Barrel will not explode sometimes. I think the Spashdamage is to low.
- The Jetpack should be better to control. If I will fly down, often I will fall down, lose Healthpoints and the other Player can play now.
- The Supersheep should go a short Way before fly.
- If I plant a Grenade, often I can't walk away.
- The Grappling Hook is buggy. Often I wind up in the Map. And the highest Angel is 90° I think. In Worms, I can use a Angle approximately 300°.
- The Falling Damage will start to early.

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   On 01/15/11 at 20h52 Quote      

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@steff, wormux is not worms so of course they will not work the same.
steff:
The Dynamite is fall through the Players.

No it doesn't
steff:
I can`t jump backwards.

press b
steff:
In my Opinion the Players should be jump higher and further.

if you need to jump higher press backspace. Or use the LowGrav.
steff:
The Fire must count down my Healtpoints if I stay above.

why? The fire is digging a hole in the ground so you will not actually stand in the fire for very long.
steff:
The Skunk often wind up.

I agree
steff:
The Jetpack should be better to control. If I will fly down, often I will fall down, lose Healthpoints and the other Player can play now.

You will have to learn to control the Jetpack. I think it adds a feeling that you have to be a careful when using it and can't just fly like crazy. If you like a safe ride use teleport.
steff:
The Supersheep should go a short Way before fly.

Actually it's not a sheep, it's a penguin. They are similar but I see nothing wrong with it working either way. The way wormux do it allows you to start fly to the sides and not just straight up. What if you are in a tunnel?
steff:
The Grappling Hook is buggy. Often I wind up in the Map. And the highest Angel is 90° I think. In Worms, I can use a Angle approximately 300°.

This is also something you can learn to use properly. I agree that it can get stuck in some situations but you can try to avoid these situations and it will work quite well. Pretending to be spider man and shooting the grapple hook in the air you will be more likely to get hurt when touching a wall, which is a bug that has been there for quite some time. I think the grappling hook in wormux is way better than the rope in in worms 2+ (I'm a fan of the rope in worms 1). What you say about the angles doesn't make sense. To me it looks like you can use an angle of 270° in wormux.



Edit by Peter On 01/15/11 at 20h57

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   On 01/15/11 at 21h56 Quote      

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Hello steff, I want to comment a few of your statements.
steff:
- I can`t jump backwards.

Have you tried to press 'b' ? If it does not work you have to change the settings.
steff:
- The Fire must count down my Healtpoints if I stay above.

I don't know what you mean by that.
steff:
- I don`t Know the Sense about some Weapons (Noisebomb, Clusterbomb) because the are making nearly no Damage.

The purpose of the riot bomb (that's what you mean by 'Noisebomb') is actually not to make any damage to a player but to the terrain.
steff:
- The Jetpack should be better to control. If I will fly down, often I will fall down, lose Healthpoints and the other Player can play now.

Just practice a bit, you will soon be able to fly properly :top .
steff:
- The Grappling Hook is buggy. Often I wind up in the Map. And the highest Angel is 90° I think. In Worms, I can use a Angle approximately 300°.

It is possible to swing higher than 90°, it is even possible to swing 360° :hehe .

steff:
- In my Opinion the Players should be jump higher and further.
- The Falling Damage will start to early.

I don't agree with you here. I think it is just right.
steff:
- If I plant a Grenade, often I can't walk away.

I can confirm this. You can avoid it by throwing the grenade just a little and not let it simply fall down.


steff:
At first, sorry for by bad English and sundry Differences about the Weapon Names. I play the German Version of the Game.

You should care that the nouns are not written with a capital letter at the beginning in english, otherwise it really looks weird. Anyway I was able to understand your text (at least most parts of it :hehe ).

Greetings
qwert


EDIT: Ok, Peter was faster... :(



Edit by qwert On 01/15/11 at 21h58

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   On 01/15/11 at 23h30 Quote      

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@steff, I just want to show you what you can do with the grapple hook

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   On 01/16/11 at 13h05 Quote      

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Ah cool. I will play the Game again and again and again. I'm sure I get better and better and have more Fun as now.
Thanks for this Movie, it's very interesting.

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   On 01/16/11 at 15h54 Quote      

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steff:
- The Dynamite is fall through the Players.

Never noticed that. On the contrary, sometimes the dynamite strangely sticks in mid air because the game considered it collided with a player.

Quotation:
- I can`t jump backwards.
- In my Opinion the Players should be jump higher and further.

As noted by others, for now it's b. We decided to gather all jumps on the same button for next version: normal jump will be return, high jump shift+return and backjump ctrl+return. Anyway, there will be a menu to edit them.

Quotation:
- The Fire must count down my Healtpoints if I stay above.

That's one of the quirks in using an home-made physics engine. fire coming from below can't damage characters or ground because it's not supported by it.

Quotation:
- The Skunk often wind up.

Not sure exactly what you mean there.

Quotation:
- I don`t Know the Sense about some Weapons (Noisebomb, Clusterbomb) because the are making nearly no Damage.

"noisebomb" is often more effective in killing characters than most other weapons when the opportunity is right. As for clusterbomb, yeah, never managed to like what it did.

Anyway, we are open for any worthwhile change to those. You can edit some of the weapon properties (make a backup first!) in data/game_mode/classic.xml & co

Quotation:
- The controlled rocket should make a major curve.

I don't understand you.

Quotation:
- The Barrel will not explode sometimes. I think the Spashdamage is to low.

Noticed that it doesn't sometimes, indeed, but I think this behaviour has decreased. See <barrel>/<explosion> in the above file.

Quotation:
- The Jetpack should be better to control. If I will fly down, often I will fall down, lose Healthpoints and the other Player can play now.

True. At some point, I tried to make easier to use, but I dropped the idea as it seemed already ok for some people.

Quotation:
- The Supersheep should go a short Way before fly.

Not sure I understand, so please clarify and justify why.

Quotation:
- If I plant a Grenade, often I can't walk away.

This could be filled as a new bug if it is confirmed with the new version.

Quotation:
- The Grappling Hook is buggy. Often I wind up in the Map. And the highest Angel is 90° I think. In Worms, I can use a Angle approximately 300°.

It's not perfect (in particular in case of a lone pixel), but it is mostly ok I think.

Quotation:
- The Falling Damage will start to early.

That would change a bit too much the game play in some maps, where this is intended. Use the parachute for instance to avoid that, or dig through the ground.
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Whenever reporting a problem, please report the following information:
  • Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
  • Context of the game: network/local game, normal/blitz mode, what you were doing, ...
  • Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...

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   On 01/19/11 at 20h44 Quote      

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If I use the Skunkbomb, sometimes it will stand still and explode. But It should go in the Direction I look and explode in few seconds.

The Supertux fly instand, If I use it. Sometimes It will explode suddenly and hurt me. I think It's better, If It just go and start to fly vertical, If I push a Button on my Keyboard.

I hope you can understand my new description about bugs in Wormux.



Edit by steff On 01/19/11 at 20h47

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   On 01/20/11 at 16h18 Quote      

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steff:
If I use the Skunkbomb, sometimes it will stand still and explode. But It should go in the Direction I look and explode in few seconds.

The problem is if you do not throw it away it just drops down and can easily get stuck under you. The same problem with the gnu.

steff:
The Supertux fly instand, If I use it. Sometimes It will explode suddenly and hurt me. I think It's better, If It just go and start to fly vertical, If I push a Button on my Keyboard.

If you stand close to a wall, with the wall back/over you, it can easily hit the wall even if it doesn't look like that should happen. I think part of the problem is that Tux is fired higher up than it looks like, this is obvious when fired horizontal.

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   On 01/20/11 at 23h32 Quote      

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Peter:
steff:
The Supertux fly instand, If I use it. Sometimes It will explode suddenly and hurt me. I think It's better, If It just go and start to fly vertical, If I push a Button on my Keyboard.

If you stand close to a wall, with the wall back/over you, it can easily hit the wall even if it doesn't look like that should happen. I think part of the problem is that Tux is fired higher up than it looks like, this is obvious when fired horizontal.


This is "corrected" in the upcoming version.

What was happening: a character could stand on one side of a wall, but the gun muzzle can be on the other side. The result is that you can "cheat" the game and shoot where you shouldn't. The solution in the game code, was to check if we collided something between the hand holding the weapon and the weapon muzzle. It was very buggy (causing said explosion) and in fact didn't cover all weapons.

We decided to drop it. Now you can cheat and shoot through walls, but this is a false problem: if such shots should be forbidden, the first thing to do would be to prevent the gun muzzle from ever going on the other side. ie prevent the weapon from being raised or the like. This is absolutely not practical nor feasible.

So we live with it, but on the other hand we fix a much more annoying bug.
____________________
Whenever reporting a problem, please report the following information:
  • Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
  • Context of the game: network/local game, normal/blitz mode, what you were doing, ...
  • Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...

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