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View Full Version : Bug report - a girder/rope high gravity fall glitch


StepS
16 Oct 2011, 18:53
Hello,
Me and Alternax have discovered a new glitch in W:A.
It requires a girder and a ninja rope to be performed. Fire the ninja rope, don't press anything, just wait until it stops moving, then select a girder and place it on the rope. After this, release the rope - your worm will fall down with a doubled velocity.
I'm not sure whether this glitch is already known or not, just didn't find it anywhere else.
No add-ons were used when performing this glitch. It's properly a W:A's glitch.
Note: this glitch will not occur if you have just shot the rope at 90 degrees (without shaking before).
PS: I didn't attach the gif since it won't tell much by itself anyway :D

wowwow
17 Oct 2011, 14:49
N found , it really seems the girder is a very buggy weapon.

franpa
17 Oct 2011, 15:03
Your replay crashes my game.

Lex
17 Oct 2011, 15:24
Your replay crashes my game.It shouldn't. It's a legitimate replay.

StepS
17 Oct 2011, 15:44
Your replay crashes my game.

There's nothing wrong with my replay, it may be your configuration's issue.

franpa
17 Oct 2011, 18:26
Well, could Cybershadow or Deadcode look at this crash log for me and help determine why it crashes?

Deadcode
17 Oct 2011, 21:01
Well, could Cybershadow or Deadcode look at this crash log for me and help determine why it crashes?

You must have set your StereoFactor (Stereo effects % in Advanced Options) to a low but nonzero value. This is a bug we've fixed since the last release, so for now the workaround is to either set your stereo effects to zero or to 8% or higher.

franpa
18 Oct 2011, 14:50
I see the problem now, it was indeed configured to such a value. The confusion was caused by the Wormkit module that stores the games configuration data into a local configuration file instead of using the registry, it is this configuration file that I remedied but replays don't use Wormkit and were thus using the registry values which I had failed to update appropriately.

Local configuration file had it configured to 50% (This method of reading/writing configuration data only works via Wormkit)
Registry configuration had it configured to 2%

StepS
18 Oct 2011, 15:46
This glitch also works with Bungee. http://forum.team17.co.uk/images/icons/icon7.gif
View from 0:50

StepS
19 Oct 2011, 11:14
http://forum.team17.co.uk/images/icons/icon7.gif

Deadcode
19 Oct 2011, 20:41
Wow, this glitch has a very interesting cause. Basically has to do with a value of zero unintentionally having two meanings (but only one meaning can actually take effect), causing the game to keep forgetting that a rope is snagged if that snag is straight (which I'm pretty sure can only happen when the rope is stabbed), which causes it to perpetually resnag, which just so happens to prevent the game engine from ever getting to the part that nullifies non-tangential velocity — causing the worm to continue to accelerate due to gravity without actually moving down.

Ooh, this can probably also happen if a rope is shot with an arrow. Anybody want to try? :D

It turns out I introduced this bug in v3.6.30.0.

StepS
19 Oct 2011, 22:10
Wow, this glitch has a very interesting cause. Basically has to do with a value of zero unintentionally having two meanings (but only one meaning can actually take effect), causing the game to keep forgetting that a rope is snagged if that snag is straight (which I'm pretty sure can only happen when the rope is stabbed), which causes it to perpetually resnag, which just so happens to prevent the game engine from ever getting to the part that nullifies non-tangential velocity — causing the worm to continue to accelerate due to gravity without actually moving down.

Ooh, this can probably also happen if a rope is shot with an arrow. Anybody want to try? :D

It turns out I introduced this bug in v3.6.30.0.

Thanks for clarifying the nature of this glitch!:)

And yes, it works with arrows as well.:D

AlternaX
25 Oct 2011, 20:15
So this wanna see the 3.6.30.0 Update error?