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Caravel Forum : DROD RPG Boards : RPG Bugs : Error beep when using tunnel on room edge (1.3.0.467x)
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kieranmillar
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File: BUG REPORT Room Edge Beep.drh (838 bytes)
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icon Error beep when using tunnel on room edge (1.3.0.467x) (+2)  
See attached demonstration hold.

When using the tunnel in 1S while holding your sword NE, I get an error beep every time, with this pair of messages in drodrpg.err

Assertion error in line 6459 of D:\DRODDev\drodrpg\DROD\RoomWidget.cpp: "nPixelY >= this->y"
Assertion error in line 6529 of D:\DRODDev\drodrpg\DROD\RoomWidget.cpp: "nPixelY >= this->y"
01-15-2023 at 06:42 PM
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kieranmillar
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icon Re: Error beep when using tunnel on room edge (1.3.0.467x) (+2)  
This appears to be the sword being drawn on / under the room title banner, or generally just extending beyond the room boundary.
01-15-2023 at 06:48 PM
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kieranmillar
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icon Re: Error beep when using tunnel on room edge (1.3.0.467x) (+2)  
OK, it looks like when two tunnels are far enough apart (i.e. not directly next to each other) travelling between them causes extra "interpolation" frames being drawn of the player moving very fast between the two tunnel tiles. If the two tiles are far enough apart to cause this effect while still being close enough together, the interpolation frames are drawn closely enough to the room edge that the sword sticks out over the room boundary.

Normally, when your sword extends beyond the room edge, it simply isn't drawn, but the tunnel movement interpolation always draws it.
01-15-2023 at 06:57 PM
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kieranmillar
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icon Re: Error beep when using tunnel on room edge (1.3.0.467x) (+2)  
This happens in normal DROD too. Put a tunnel on the room edge leading to another with a one-tile gap between them.
01-15-2023 at 06:58 PM
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