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View Full Version : Bug reporting (does the Girder Glitch appeared again with TS?)


FoxHound
21 Apr 2011, 17:17
Something very weird happened yesterday playing with TS. A batty-ropped-worm was blocked with a girder, and when it was the time of this worm play, it drowned crossing the terrain, the same way of the Girder Glitch, that was loved by noobs (because this way they could win) in WWP and older WA versions.

Playback at 00:17:00 (17min) in the replay.

I don't know exactly how this trick happens, but we can discover.

PS: the file is .zip because the replay has more than 100kb and couldn't be uploaded normally.

FoxHound
21 Apr 2011, 22:48
I was watching the replay again, and I noticed that the rope became folded when the girder appeared. Note that the worm is lying (horizontal) while he is with the rope, when the player pressed space to remove the worm from the rope, the worm would stand up (vertical), but the space between the girder and the terrain is not enough for the worm stand up, thus the worm falls crossing the terrain and drowns.

Maybe I'm wrong, but that's my guess about what happened.

To see when the girder appears: playback at 00:16:15 (16min 15sec) in the replay.

Deadcode
22 Apr 2011, 02:27
Wow. I didn't expect to see a new girder glitch. Thanks for reporting this, Foxhound.

The bug is that the girder checks for collision on the frame it's placed, but it doesn't actually get placed until the next frame. The worm at the end of the rope is jittering left and right 1 pixel.

When the girder is clicked into place it doesn't intersect with the worm's sprite mask, but on the next frame, when the girder is actually drawn onto the map, the worm has moved 1 pixel to the left and gets intersected by the girder. Thus it's primed to fall into land the moment it lets go.

Fixing this with minimal interference to how things already work should be interesting.

Edit: This is actually possible even without BattyRope/TestStuff and without any rope usage!

FoxHound
22 Apr 2011, 04:36
I understood, but I had to look the word "jittering" on the dictionary hehe. It's impressive to see how fast you can note how the problem happened. So the girder was placed when the worm was one pixel to the right, and then it went to the left again intersecting with the girder. Very interesting.

Deadcode
22 Apr 2011, 06:30
Here's how it can be done without rope.

FoxHound
22 Apr 2011, 09:16
ChumbBongChow killed me with the girder with antisink and multishot! And it's not difficult.

By the way, very nice replay DeadCode, I didn't think about it! Interesting.

EDIT: Here is a replay showing how to do a RubberWorm Girder Glitch (I copied ChumbBongChow's technique)

franpa
22 Apr 2011, 11:28
That's very cool Deadcode, also I think the rubberworm approach is pretty easy/obvious.

Domi
22 Apr 2011, 12:46
The bug is that the girder checks for collision on the frame it's placed, but it doesn't actually get placed until the next frame. The worm at the end of the rope is jittering left and right 1 pixel.
Makes a lot of sense. I've never seen this one.

Well played guys.

Drury
22 Apr 2011, 14:54
Fixing this with minimal interference to how things already work should be interesting.

Naaah, that's easy. Make girder appear one frame before it's actually placed.

http://paradoxdgn.com/junk/avatars/trollface.jpg

wowwow
22 Apr 2011, 15:49
Trying to get this glitch , i got another bug (very small 1) : If i fail with the girder , my worm is still with the yellow helmet , but the girder disappeared , and i got beeps if i pressed space , i needed to press F7 again.

EDIT : In the game the girder disappeared , by the way , in the replay i can see it.

Play it at 4:50

franpa
22 Apr 2011, 19:41
The girder always fails to be placed if you click while in the process of a jump. This is why Deadcode has a roof above the worm jumping in his demonstration replay, so that it lands in time to place the girder before the worm it flung upwards lands. Another words the behavior appears to be intended.

Thurbo
22 Apr 2011, 19:44
Trying to get this glitch

lol, I suppose Deadcode did it in slowmotion. It's way too hard otherwise.

wowwow
22 Apr 2011, 20:20
The girder always fails to be placed if you click while in the process of a jump. This is why Deadcode has a roof above the worm jumping in his demonstration replay, so that it lands in time to place the girder before the worm it flung upwards lands. Another words the behavior appears to be intended.

But i can walk with the yelow helmet , is it normal?

lol, I suppose Deadcode did it in slowmotion. It's way too hard otherwise.

Got it :D at 1:40

Deadcode
22 Apr 2011, 20:58
Trying to get this glitch , i got another bug (very small 1) : If i fail with the girder , my worm is still with the yellow helmet , but the girder disappeared , and i got beeps if i pressed space , i needed to press F7 again.

EDIT : In the game the girder disappeared , by the way , in the replay i can see it.
This is a known glitch, but a harmless one. When you try to place a girder while in midair and it "disappears", you can later press Space (while standing on land) to place the girder where you previously clicked. But if there's something in the way that wasn't there before, it'll beep.

Got it :D at 1:40

Wow, nicely done, looks like you didn't even use slow motion! I think you got quite lucky.

Pac-Man
23 Apr 2011, 19:19
EDIT: Here is a replay showing how to do a RubberWorm Girder Glitch (I copied ChumbBongChow's technique)

That's what I always do if antisink is on. Antisink is the problem here, isn't it.