@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Attack Bug
I don't remember how often it should turn, but it now walks for a bit more than a second (call it 1.5 seconds) between turns. Also, the "Idle Bug" script walks for less than a second between turns.
On my system, Attack Bug walks 5-6 seconds (23 sprite cycles, although you'll need to test on a big map to slow things down enough to check) between turns.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Boss 6 Tentacle
Tested in editor. Waves anywhere from 1 to 5 times between stretches, number of waves apparently random (and by "wave" I mean "rotates away from starting position, then rotates back"). Not sure if the absence of the player affects this script.
The absence of the player only affects the script to the extent that it will not turn towards the player before stretching. Other than that, that looks half-bugged, as if it's only skipping loops some of the time. The correct number of waves is five.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Big Blob
Tested in-game. Fires twice in rapid succession (about 3/4 seconds between shots), then waits 1.5 - 2 seconds and repeats. This feels much faster than it used to be, but my memory is rusty.
Erm. That's weird- it should fire absolutely regularly, with a period of around 2 seconds (four sprite cycles).
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Boss 3 Wall
Here, boss 3 (tested in-game) goes open-shift-close, pause, shoot three, pause, shoot seven, pause, repeat.
All right, having just checked it again, I was wrong about how it acted on my system (it's been too long since I last played the single-player scenario). On my system, it goes: open-shift-close, shoot three, open-shift-close, shoot three, stop rotating, shoot four, repeat. The bugged version should go: open-shift-close, shoot three, stop rotating, shoot four, repeat, but that doesn't look like what you're seeing.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Boss 4 Canon
I gave this script to a skull turret sprite in the editor. Its behavior is erratic, not regular at all, and hard to describe. The intervals between shots and mine drops appear to be random, and they seem to be on different timers. Shots are often grouped so closely together that they appear as one long shot.
That actually sounds about right. The time variance between shots is 132 ticks +/- 120 ticks, so to test it, I'd suggest dropping a whole slew of other critters in a map to slow everything down, and carefully counting the number of shots between mine drops- it should always be five, no matter what the actual time involved is.
Your descriptions of these past five seem to imply that the bug is more complex than simply "skip all loops"- each of these descriptions matches up quite well with the expected behaviour if some-but-not-all of the loops are skipped.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Angry Cutie
Tested In-game. Appears bugged - turn capacity is limited, about 10-15 degrees.
Yep. That's buggy. On my system, it can do at least a 180-degree turn.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Little Blob
Can't tell.
This one really is undetectable. I'm not entirely sure why I bothered to include it.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
Pusher
Tested in-game. Pusher can turn nearly 180 degrees before charging.
Tank Turret
Tested in-game. Assuming I've correctly identified this as the script for the turrets-on-tank-treads (Ed: Yes, you have.) , then they appear fine. They don't fire several times per second, and they spin freely between shots. I gave the script to a turret in the editor, and it fired occasionally but didn't turn. This is probably to be expected due to the absence of the player.
Skull Turret
Tested in editor. Fires once every 2-3 seconds. Does not rotate (no player to track).
Spider
Tested in-game. Spider goes through 3-4 walk cycles (looks like 3.5) before jumping.
All of these look to be bug-free. For the Spider, on my system, in the editor, the upper-right leg kicks out four times between direction changes, so you might want to look at that. It looks like the bug is not appearing in that script, though.
@cheleball, on Jan 4 2008, 02:22 AM, said in Revenge of the Tank Bug:
...I'll need to make a map and load it up, and I'm too tired right now since it's 2AM. Later. BTW, what do the "Preboss 1" scripts do?
Preboss 1 is the script for the grey Sketchfighters that chase you just before the Pen battle. Preboss 1 Escaping is the script for the grey Sketchfighter that you need to shoot.
@cheleball, on Jan 4 2008, 02:40 AM, said in Revenge of the Tank Bug:
Oh, also. One of your (Edwards') PMS bosses doesn't behave as you'd like. It's the turret room from hell, and the boss with far too much health for its brutally short hit window. (I mean, sure, you can sit in the safe zone and shoot at it endlessly, but how much fun is that? But, that's the only way I can beat it, since as soon as I try and get more aggressive I am summarily owned by the many turrets.)
Anyway, the round shields that shoot out to allow you to hit the boss don't return to the same place every time. Over time, they recede further and further towards the center, until the boss can be damaged even when they are retracted. I consider this a feature, not a bug.
I also noticed, as I was playing through to the third boss, that the crab's arm didn't quite stay put. It was always in a different spot relative to the crab's body, and even overlapped the head a time or two.
Sitting and shooting from a distance is the recommended method of killing that boss, unless you're ΓΌber enough to charge out, hit it with the Beam, and retreat to the safe doorway during its vulnerability period ( I can manage that occasionally). As for the retreating shields, that is not good- it's using the Pen Cap AI, which in my experience is the most regular AI in the game. Could you check to see if the Boss 7 Cap AI drifts at all when used not as part of a boss?
With regards to the Crab boss, it looks like there may be some issue with the timing in the script, as that one is simply a long sequence of carefully-timed commands, with no looping. Given that the Pen Cap AI is also based entirely on careful timing, there may be a second bug here.
Anyway, thank you very much for testing all of these. Given this list of buggy and semi-buggy scripts, it's definitely looking likely that there's some problem with the "loop" script action, although the cause is apparently fairly complex. If someone on the beta list could forward this discussion to Lars, this might help him to track down the bug in the code.
Edwards