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Caravel Forum : DROD Boards : Bugs : Assorted editor bugs (Also: Mystery assertion errors and crashes)
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trick
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icon Assorted editor bugs (+1)  
Me and a friend discovered some new and exciting editor bugs. All in 2.0.13, first two was tested in Linux and Windows versions.

* Copy/paste doesn't work for obstacles (ie rocks, bushes, etc). Copying a room section copies everything else, just not the obstacles. I'd expect the obstacles to get copied as well.

* Start placing a red serpent, and put down the first section, but don't finish it. Without finishing the red serpent, select a blue one, and return to the editor area. It now looks like you're placing a blue tail on the red serpent. This works the other way around as well. (This bug is purely cosmetic, the final serpent is the color you started with.)

I've also got some lines like this in drod.err:
Assertion error in line 432 of ../../DRODLib/CurrentGame.cpp: "this->bIsGameActive"
Assertion error in line 3107 of ../../DRODLib/CurrentGame.cpp: "this->bIsGameActive"
.. but these don't seem related to any of the above two bugs.

Also, my friend managed to crash DROD somehow (Windows version). He's been unable to reproduce it, though. The first time it crashed at playtesting, the second time when he deleted a script command ("Flush Speech"). Flush Speech was present in a character script at the time of the first crash as well, so that may be related, but I don't know. drod.err is blank (doesn't exist). Anyone else had editor crashes ?

(I don't have time to track these down at the moment, but I'll have a look later if noone else volunteered.)

- Gerry
04-04-2006 at 06:59 PM
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Stefan
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icon Re: Assorted editor bugs (+1)  
trick wrote:
* Copy/paste doesn't work for obstacles (ie rocks, bushes, etc). Copying a room section copies everything else, just not the obstacles. I'd expect the obstacles to get copied as well.
This is actually documented. From the manual (Moving large regions):
Note: This operation is not supported for objects occupying more than one square (e.g. serpents and scenery).

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04-04-2006 at 08:40 PM
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trick
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icon Re: Assorted editor bugs (0)  
Okay, but copying doesn't work for any obstacles -- not even 1x1 ones.

- Gerry
04-04-2006 at 09:06 PM
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AlefBet
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icon Re: Assorted editor bugs (0)  
Because of the difficulty in implementing copying of general obstacles, obstacle copying was not implemented at all. In this case, the documentation is incomplete on that point, although I think it's a reasonable inference for someone to make. I've seen much worse flaws in documentation, even professional documentation of the dead tree variety.

That's not to say that obstacle copying (or serpent copying) might not be implemented for TCB or in the future, though.

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04-04-2006 at 09:21 PM
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coppro
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icon Re: Assorted editor bugs (0)  
In addition, orbs have troubles when gates are modified or deleted. It retains the link to the square, so that if you delete a bound gate and then place a new gate in the bound square, it inherets the bindings. Also, sometimes if you link two or more gates together, the orb retains multiple bindings to the same gate and then carries them all out in sequence when struck. Easy to avoid, but still inconsistent and ugly. Orbs still work fine when manipulated.
04-04-2006 at 11:07 PM
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Tahnan
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icon Re: Assorted editor bugs (+1)  
While we're at it, there are some annoying (though not fatal) inconsistencies with placing conflicting objects. For instance: you cannot place a potion on a square with a nonbreakable wall, but you can place a nonbreakable wall on a square with a potion. (In contrast, bombs and walls are incompatible in both directions.)
04-05-2006 at 09:00 PM
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mrimer
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icon Re: Assorted editor bugs (+1)  
trick wrote:
* Start placing a red serpent, and put down the first section, but don't finish it. Without finishing the red serpent, select a blue one, and return to the editor area. It now looks like you're placing a blue tail on the red serpent. This works the other way around as well. (This bug is purely cosmetic, the final serpent is the color you started with.)
I've decided to fix this by enhancing the editor UI -- whenever you're editing a serpent, clicking on the other one in the menu will change the type of the serpent being edited. :thumbsup
I've also got some lines like this in drod.err:
Assertion error in line 432 of ../../DRODLib/CurrentGame.cpp: "this->bIsGameActive"
Assertion error in line 3107 of ../../DRODLib/CurrentGame.cpp: "this->bIsGameActive"
.. but these don't seem related to any of the above two bugs.
I can't track this one down myself. It happens every once in a while, but shouldn't cause any problems. If you can reproduce it consistently, I'll fix it.
Also, my friend managed to crash DROD somehow (Windows version). He's been unable to reproduce it, though. The first time it crashed at playtesting, the second time when he deleted a script command ("Flush Speech"). Flush Speech was present in a character script at the time of the first crash as well, so that may be related, but I don't know. drod.err is blank (doesn't exist). Anyone else had editor crashes ?
Maybe this is related to Doom's speech deletion-loss bug that caused a crash. I just fixed that one.
...there are some annoying (though not fatal) inconsistencies with placing conflicting objects. For instance: you cannot place a potion on a square with a nonbreakable wall, but you can place a nonbreakable wall on a square with a potion. (In contrast, bombs and walls are incompatible in both directions.)
I've fixed this so walls cannot be placed on potions. If there are other inconsistencies, just let me know and I'll fix 'em!

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[Last edited by mrimer at 04-08-2006 07:07 PM]
04-08-2006 at 07:06 PM
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Banjooie
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icon Re: Assorted editor bugs (0)  
Question: There are holds with potions on unbreakable walls. Will this cause them to crash when this is fixed?
04-16-2006 at 07:26 AM
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eytanz
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icon Re: Assorted editor bugs (0)  
I'm pretty sure that the only thing that changes is the editor interface, not the data structure. So the behavior in existing holds won't change.

At least, that's what happened in similar changes in the past.

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04-16-2006 at 01:42 PM
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