Author Topic: [BUG][PLAYER] Falling lemmings can avoid being affected by objects sometimes  (Read 1103 times)

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Offline Armani

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Falling lemmings can avoid being affected by objects if all the following conditions are met:

1) The object have to be very thin: specifically 2pixels or less

  - I'm quite sure this has something to do with the fact that a normal lemming falls for 3pixels every frame.

2) The lemming have to start falling 3n+2 pixels above the object

3) The most weird thing: The object must have level space of 258 or more pixels above it


attached the level file  ;)
Armani's Blog: https://www.lemmingsforums.net/index.php?topic=4994.0

My NL level pack:
  Lemmings Uncharted[Medium~Extreme]: https://www.lemmingsforums.net/index.php?topic=5702
  Xmas Lemmings 2021[Easy~Very Hard]: https://www.lemmingsforums.net/index.php?topic=5876.0

Offline namida

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Did some testing. Confirmed I can reproduce this using your test level. I also found that a Reacher can exhibit a similar behavior, also with the "must be low enough in the level" requirement.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Found it. A position check during the check-trigger-areas-on-intermediate-pixels code, was written in a hackish way that produced a side effect of comparing values modulo 256 instead of comparing them properly. Fixed in commit afb61e1.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)