nhandled exception. System.ArgumentException: Invalid direction / rotations combination
at LoapCore.Lemmings.LemmingBaseAction.CalculatePostDeflectorDirection(Int32 deflectorRotations) in C:\Documents\Dev\loap\LoapCore\Lemmings\LemmingBaseAction.cs:line 107
at LoapCore.Lemmings.ActionWalker.CheckDirectionChange() in C:\Documents\Dev\loap\LoapCore\Lemmings\ActionWalker.cs:line 319
at LoapCore.Lemmings.LemmingBaseAction.InternalExecute(ActionPhase phase) in C:\Documents\Dev\loap\LoapCore\Lemmings\LemmingBaseAction.cs:line 71
at LoapCore.Lemmings.LemmingBaseAction.Execute(ActionPhase phase) in C:\Documents\Dev\loap\LoapCore\Lemmings\LemmingBaseAction.cs:line 58
at LoapCore.Game.GameEngine.ExecuteLemmingPhase(ActionPhase phase, Boolean[] voidLemmings) in C:\Documents\Dev\loap\LoapCore\Game\GameEngine.cs:line 135
at LoapCore.Game.GameEngine.UpdateLemmings() in C:\Documents\Dev\loap\LoapCore\Game\GameEngine.cs:line 122
at LoapCore.Game.GameEngine.Update() in C:\Documents\Dev\loap\LoapCore\Game\GameEngine.cs:line 108
at Loap.Views.Game.GameViewExecution.HandleUpdate(Boolean overridePause) in C:\Documents\Dev\loap\Loap\Views\Game\GameViewExecution.cs:line 67
at Loap.Views.Game.GameView.DoUpdate(Single elapsedTime) in C:\Documents\Dev\loap\Loap\Views\Game\GameView.cs:line 37
at Loap.Views.BaseView.Update(Single elapsedTime) in C:\Documents\Dev\loap\Loap\Views\BaseView.cs:line 57
at Loap.LoapMain.Update(GameTime gameTime) in C:\Documents\Dev\loap\Loap\LoapMain.cs:line 82
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Microsoft.Xna.Framework.Game.Run()
at Loap.Program.Main() in C:\Documents\Dev\loap\Loap\Program.cs:line 9
1. Camera rotation seems to be tied to the framerate in some way? When the framerate is extremely high (over 1000 FPS), mouse rotation becomes extremely low sensitivity, where large mouse moves barely cause a rotation, but when I cap the framerate to 120 using the nvidia control panel, the sensitivity feels much more normal. Doesn't seem intended.
2. The game hitches for about an eighth of a second every 2-3 seconds, but inconsistently. I thought maybe it was doing it when it reads and prints the FPS reading to the console, but it doesn't always line up with that. If the camera is moving or rotating during the moment a hitch happens, it 'keeps its momentum' during that moment, causing the camera to suddenly jump. The effect is greatly exaggerated (multiplied?) at high FPSes, causing such hitches and jumps to be extremely noticeable. Hitches can be observed just by waiting on the level selection screen or level preview too, but seem to be much more infrequent compared to active gameplay. Reduced, but not completely resolved.
6. Related to #5, if a lemming is between two blockers on the same square (e.g. by assigning a blocker either side of the starting hatch), then Loap lets you attempt to assign the trapped lemming as a blocker and consumes the skill, but they'll never actually become one.7. In L3D, if two lemmings were bunched up, assigning one of them as a turner while they were in the first half of a grid square (in the direction of travel) would cause the turner to turn the other lemming. This trick is used in LP3D Wafer Walkway, for instance. Currently in Loap this doesn't work - the trailing lemming always ignores the turner and goes through, even if you assign the turner as early as possible, as described in #4.12. You can attempt to assign a lemming that is already a turner the turner skill again. It won't consume the skill, but it'd probably be best if you couldn't 'lock on' to them like that.13. If you assign a blocker to stand on the edge of mud, they'll reach the mud and drown instead of becoming a blocker. The skill is consumed. Works correctly for land/water edges.XX. Loap 0.0.5.1 / LoapCore 0.0.6.0 / Commit e4b868d / Using two turners pointing into each other does correctly catch the crowd, as it did in L3D. However a turner pointing in toward a deflector block (see Attachment) causes a crash:XX. When a hatch is close to a deflector block, the lemmings end up coming out of it going the wrong direction, as seen here in The Prisoner. Using a bomber to shave the tops of the deflector blocks off restored things to normal.
Unhandled exception. System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Loap.Rendering.Renderer.<>c__DisplayClass49_0.<AddBlocksToEntityQueue>b__0(BlockCacheEntry cacheEntry) in C:\Documents\Dev\loap\Loap\Rendering\Renderer.cs:line 792
at System.Linq.Enumerable.SelectArrayIterator`2.MoveNext()
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at Loap.Rendering.Renderer.AddBlocksToEntityQueue(List`1 queue, BlockCacheEntry[] blockCache, Int32 iteration, Func`3 getExitFrameFunc) in C:\Documents\Dev\loap\Loap\Rendering\Renderer.cs:line 778
at Loap.Views.Game.GameViewRendering.RenderEntities() in C:\Documents\Dev\loap\Loap\Views\Game\GameViewRendering.cs:line 130
at Loap.Views.Game.GameViewRendering.Render() in C:\Documents\Dev\loap\Loap\Views\Game\GameViewRendering.cs:line 107
at Loap.Views.Game.GameView.DoRender() in C:\Documents\Dev\loap\Loap\Views\Game\GameView.cs:line 42
at Loap.Views.BaseView.Render() in C:\Documents\Dev\loap\Loap\Views\BaseView.cs:line 65
at Loap.LoapMain.Draw(GameTime gameTime) in C:\Documents\Dev\loap\Loap\LoapMain.cs:line 105
at Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Microsoft.Xna.Framework.Game.Run()
at Loap.Program.Main() in C:\Documents\Dev\loap\Loap\Program.cs:line 9