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Sz
| | | Sz
| | | UPDATE#2: i made the new version - BikeOrDie-1.5test2
changes:
improved camera handling (kristopher was right! )
switching the zoom works correctly even when there is no game in progress
ghost bike is visible on the map Ghost
"function" button confirms the congratulations window (zodiac) |
| | Lee
| | | not that I'm competetive, but...
8.32 - 5.06 (Bottle) - 11.56 - 04.58 - 19.80 - 35.52 - 57.28 (Terrible) - 1:34.62 |
| Champ
| | | Lee
| | | For those who want to be helpful with their bug reports, I don't know the protocol, but I imagine that you should send Szymon an email, with the following:
1. Your Unit (i.e. Palm Tungsten T3)
2. What software you were running that crashed( i.e. BikeOrDie-1.5test1, v15 testpack level 1, or BikeOrDesign-1.3)
3. What spare memory your pda has (this is often a crash-creator)
4. What preceeded the crash ("I tested the simple level and it worked fine, but as soon as I drew a mirror portal and tested that, it crashed", or "I tried the zoom function and BLAH BLAH BLAH)
5. - a Crash log - If you can really be bothered, download something like CRASH from here:
http://crash.79bmedia.com/
The freeware version doesn't log crashes, but if you're quick, and set it to 10 seconds, you can usually write down what the failure comment looks like: (say something like - Emul68kmain c line 403 illegal instruction 1846 at address 00fd6434)
Put all of this in an email (it's a bit boring for the Forum, and gives Sz a nod that you are sending an error, rather than expecting him to have time trawling through the forum looking for the "my pda just exploded" comments.
All of this should help our mate to keep the software running as smoothly as he can.
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| Lee
| | | TH - MATE - that was a bad typo... just slap me and call me Mr Gerkin. |
| Champ
| | | Kristopher
| | | Lee
| | | Don't Dissagree with you Kris, but when there is an "inversion" of the bike, then I certainly feel like, if I pull a wheelie immediately before, or immediately after the camera shift, then the otation of the bike is transposed as well.
Maybe it's just me (trying to get my head around it) |
| Sz
| | | Sz
| | | another interesting thing to test is if the crash is related to the angle of the portal. diagonal portals use additional means for rendering the partial bike shape, so if the vertical and horizontal portals don't crash it would mean i only need to look for the bug in the diagonal drawing code.
portals actually work by transforming the bike location (in the previous thread i meant that it is easy to understand the interaction with the ground by imagining it is the ground that transforms, not the bike. sorry for the confusion ).
the mirror portal reverses the bike direction as well, so hitting the left/right button before or after entering the portal yields very different effect (i.e. reversed).
and yes, the camera position reflects what bike is under the direct control (so the other one have reversed controls in case of the mirror portals), in some rare wicked cases it can be difficult to tell which one is which (eg. the horizontal mirror in the Hall of Mirrors) but usually this is not a problem after some training (showing a different colour might help, but wouldn't this spoil the look?)
the camera jump vs. smooth: actually, i started with the smooth transitions in the first version, but it was even more frustrating! this might be because the instant jump keeps the bike centered all the time (while the ground skips), whereas the smooth transition shifts everything and you lose precious miliseconds tracking the bike
this is completely unacceptable on long distance teleports, but perhaps some people would prefer this behavior on closely located portals (like mirrors - but on the other hand, it removes the "camera location" clue on which bike is controlled at the moment). i think i will make this configurable. |
| bomberman
| | | Nope, the V1.5 test pack works excellent. I haven't had any problems with the actual BoD 1.5, It's just been crashing with the level editor. Also, it may be possible that I'm not "linking" portals correctly. It's a little confusing though, but not impossible to understand, so it could be that it sees to portals with them going no where... but, I don't know.
Will there be a way to make more than 8 portal links in the future? Like, instead of pressing a number, you just type one in?
Thanks again! |
| Sz
| | | nice to hear it only happens in the editor. perhaps we don't have to wait any longer before launching the new Hall of Fame levels
later today i will publish the new version of the editor which will be able to verify the portal configuration, i hope this will protect you from crashing.
the current level format allows for max 16 unique portals, i use only 8 and the one extra bit is reserved for future extensions (so i might add 8 more links od some other portal options). |
| bones
| | | you should dfinetly release it today!!! well not today but sometime soon and we should all know when you will so people can make sure they have time to at least download it. |
| Ibanez
| | | Sz should simply release it when it's ready.
He can't be asked to make allowance for when this person or that has access to his palm, internet, the time, or otherwise, etc... When it's ready it's ready. What about the other 100s of people waiting for it...should be fun... |
| mike flips
| | | Mr.pickle.
| | | Mr.pickle.
| | | hey what dues the "arm" code do? I typed it in put all that happend was it made my palm go really slow.. |
| Sz
| | | "arm" makes the game do not use the optimized version of certain routines. it is not useful for anything except finding bugs |
| Sz
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