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Loap / Re: General Loap progress discussion topic
« Last post by 607 on Today at 09:31:13 AM »
Nice project, and impressive progress!
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Loap / Re: General Loap progress discussion topic
« Last post by namida on Today at 08:03:01 AM »
And sound effects, too!

https://youtu.be/bsmoL4wA_fw
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Loap / Re: General Loap progress discussion topic
« Last post by Silken Healer on Today at 06:28:30 AM »
Nice, you now have the nuke :thumbsup:
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Loap / Re: General Loap progress discussion topic
« Last post by namida on Today at 03:55:33 AM »
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Loap / Re: DireKrow's Feedback
« Last post by namida on Today at 02:23:36 AM »
^ Fixed both of these.
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Loap / Re: DireKrow's Feedback
« Last post by DireKrow on Today at 01:53:41 AM »
- When a lemming exits Security Walls (from LP3D), the game crashes with the error below. So far I haven't found any other levels where this happens.

Code: [Select]
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

- If you tell a climber to be a blocker or turner as they approach a wall, they'll climb the wall instead of becoming a blocker/turner. The skill is still consumed.

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Loap / Re: DireKrow's Feedback
« Last post by namida on Today at 12:19:35 AM »
For my own records, here are the ones which remain unsolved (or potentially, were solved by the rewriting in general of a lot of the lemming physics code, but I haven't specifically confirmed as such yet):

Quote
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.

(EDIT: Also the rendering issues, but those are not a priority at this stage.)
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Loap / Re: DireKrow's Feedback
« Last post by DireKrow on Today at 12:15:51 AM »
Images (click to show/hide)

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.
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pixels which appear empty but are actually solid. Does this not constitute misleading visuals?

Solid/air is a question about the lo-res physics pixels, which are composed of 2x2 hi-res pixels in the image. If, e.g., 3 out of the 4 hi-res pixels are colorful, we can argue that players interpret these 2x2 hi-res pixels as a solid lo-res pixel.

Proxima wants to make nice gentle slopes with hi-res pixels that produce near-full 2x2 terrain pixels or near-empty 2x2 air blocks.



Still, the devil will be in the details how we put these 2x2 blocks next to each other.

## #. .. ..
## ## #. ..

In this example, one argument is that the left 2x2 block produces a solid pixel, the second 2x2 block produces another solid pixel, and the third 2x2 block is air.

But the second argument is, due to lack of clear visual grid during play, the player can see this landscape as:

# ## .. .. .
# ## ## .. .

This you can interpret as a step of 0.5 lo-res pixels, which is not possible in NL physics.

I don't know how problematic this is. Such kind of gentle slope appears necessary to draw perfectly rounded pillars, but I'm
wary of the ultimate 2x1 abuse. (click to show/hide)

-- Simon
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Loap / Re: DireKrow's 0.0.5.X feedback
« Last post by DireKrow on January 21, 2022, 06:18:56 PM »
Same version as above...

Image 1 (click to show/hide)

- Walkers ignore one-slice-steps-up, phasing through them instead of increasing their elevation.

Image 2 (click to show/hide)

- Turners on down-slopes are ignored by other lemmings. Happens on both shallow and step down-slopes. Up-slopes work fine.
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