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Caravel Forum : DROD Boards : Bugs : Explosions and round fuses (Cosmetic)
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azb
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icon Explosions and round fuses (0)  
It's very, very, minor, only cosmetic, but when a Powder Keg explodes and the explosions touches a "round" (unlightable) fuse, the fuse will make a "spark" sound and show the sparks, but it won't burn and the sparks will disappear the next turn. I don't think sparks should appear at all.
08-10-2014 at 07:32 PM
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Nuntar
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icon Re: Explosions and round fuses (0)  
Explosions will set alight any fuse square, not just an end. This works for me in build 6060, either with bombs or kegs. If it isn't working for you, then it's a bug. Which room?

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08-10-2014 at 07:42 PM
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azb
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icon Re: Explosions and round fuses (0)  
Whoops, I feel like a fool for not realizing that the fuse actually does burn. What happens is that the sparks disappear for one turn, then re-appear the next turn. This is the cosmetic issue.

[Last edited by azb at 08-10-2014 09:39 PM]
08-10-2014 at 09:37 PM
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mrimer
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icon Re: Explosions and round fuses (0)  
This is occurring in build 6060, correct?

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08-14-2014 at 01:41 AM
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schep
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icon Re: Explosions and round fuses (+1)  
Reproduced in Linux 5.0.1.6061, but it's not just a cosmetic issue.

Seems like for any explosion caused by a spike trap (whether from keg or bomb),

- on the turn of the explosion, all the correct fuses start burning.
- on the next turn, the fuses touched by the explosion are still there and no longer appear to be burning.
- on the second turn after the explosion, the fuses adjacent to the ones touched by the explosion start burning.

So the connected fuses would all burn one turn later than they ought to.

[Edit: spike traps only]

[Last edited by schep at 08-14-2014 03:54 AM]
08-14-2014 at 03:51 AM
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schep
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File: FuseTiming.hold (1.1 KB)
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icon Re: Explosions and round fuses (+1)  
Attached a small hold where you can clearly see something weird is going on.

08-14-2014 at 04:19 AM
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NoahT
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File: Briarkeg explosions.hold (1013 bytes)
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icon Re: Explosions and round fuses (+1)  
I discovered that this same bug is occurring if the keg explosion is caused by a briar, as demonstrated in the hold attached here. I am running 5.0.1.6060 in Mac OS X 10.6.8.

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[Last edited by NoahT at 08-24-2014 12:19 AM]
08-24-2014 at 12:15 AM
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schep
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icon Re: Explosions and round fuses (+2)  
Fixed for the next release: After an explosion caused by a spike trap, fire trap, or briar growth lights a fuse, the fuses failed to burn on the next turn.

This breaks some demos in TSS:FH:1N1E.
10-09-2014 at 02:17 PM
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bomber50
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icon Re: Explosions and round fuses (0)  
This issue appears to have been fixed for 5.0.2. In the FuseTiming example, all three powder kegs explode simultaneously. There are no graphical glitches.
07-26-2015 at 07:13 PM
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adS
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icon Re: Explosions and round fuses (0)  
The briar/keg explosions hold now works, too.

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07-29-2015 at 05:00 PM
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