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Loap / DireKrow L3D/LP3D Playthrough Unresolved Bugs
« on: February 15, 2022, 08:09:23 AM »
- The OWW in Redirect Loop can't be bashed from the expected direction, instead acting like steel. This renders the level unsolvable by its intended solution.
-The 2nd spring in Steps to Success causes the lemmings to splat against the cross-beam in the middle of the level. This renders the level unsolvable.
-Changes to the trampoline physics render Breaking the Routine unsolvable. See discord message here for details. Tl;dr Lemmings bounce slightly too high.
-The 3rd bomber in Entanglement is pixel-perfect in Loap, where as there's slightly more of a window in L3D, due to physics differences.
-In L3D you can place blockers directly in front of the exit. In Loap, they exit the level if you try this.
-Several levels have cameras that are stuck in ceilings at the start of the level. Most common on indoor levels like Alilemms and Infinite Lemming Drive, but it can also be seen in That's Right for instance. The camera is also practically unusable in Catacombs.
-On rare occasions, attempting to assign a skill to a lemming will instead assign it to one behind the camera or way off in a different part of the level. It's unclear what causes it (possibly rewinds? Might be a coincidence). When this happens, strange behavior can be observed from the indicator in the bottom left that says what skills the lemming you're hovering over has (such as saying WALKER despite the mouse not being on any lemmings), which suggests that the bug exists in detecting what lemming the mouse is pointing at, rather than the skill assignment itself.
- Loading a replay on the preview screen with L causes the camera to rotate when you start playing the level, as if L was held down, until L is pressed again.
-Rope slides look visually bugged down their length, but otherwise function correctly.
- The pharaoh lemming heads are visible on the flame traps in Firewall, where as they're invisible in L3D.
-Missing sound effect: In L3D, when you reach the save requirement in a level during gameplay, it plays FANFARE from the sound rips. The rip is noticeably faster and high pitched than it is in-game, so I suspect it's played back at half speed.
-Extraneous sound effect: frame stepping forward should be silent instead of playing a sound.
-Not a bug, but playtesting indicates that making it so you can't assign blockers/turners inside of splitter blocks (as in L3D) is probably a good idea, as the currently behavior lets you trivialize certain levels like Spaghetti Junction and 3D A Lemming Odyssey
-Also not a bug, but many in-game cosmetic animations seem to play too fast, such as the wall monitors in Lemlab themed levels and the mud. L3D on DOSBox already seems to play these too fast so it can be misleading, but I'm pretty sure they're meant to be slower.
-Unlike L3D, the engine doesn't seem to tint top and bottom faces, which gives some levels confusing visuals, where walls, deflectors and platforms blend into each other. Firewall is an example. See discord messages starting here for details.
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- Loading a replay on the preview screen with L causes the camera to rotate when you start playing the level, as if L was held down, until L is pressed again.
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- The pharaoh lemming heads are visible on the flame traps in Firewall, where as they're invisible in L3D.
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