Shroomie Gate Inconsistency (and other Teledahn stuff)

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Shroomie Gate Inconsistency (and other Teledahn stuff)

Postby Ehren » Tue Jan 26, 2021 8:25 pm

This is a glitch that exists on every MOULa server, but it just occurred to me that someone might actually care to fix it in a future version here. In Teledahn if you pull the lever to open/close the dam with the power cut off to it (either by having the main power off or the lever for the spinning shaft disengaged), the gate will appear to not move, but relinking will show its state actually did toggle despite the lack of power.

In other words, having the power off merely prevents the gate from animating, and relinking or starting up the power and pulling the lever again afterwards shows that the state did in fact change. For the sake of logical consistency I think it would be worth a small fix, I can't imagine it would be too hard to do.
Last edited by Ehren on Wed May 05, 2021 10:19 pm, edited 1 time in total.
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Re: Shroomie Gate Inconsistency

Postby Paradox » Tue Jan 26, 2021 9:12 pm

Easy fix indeed! Thanks for reporting this, I've opened a PR to fix the Python script: https://github.com/H-uru/Plasma/pull/793
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Re: Shroomie Gate Inconsistency

Postby Tsar Hoikas » Fri Jan 29, 2021 12:40 am

Thanks again for the bug report - we've merged the fix for this issue. Please continue to report any long-standing issues you can think of.
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Re: Shroomie Gate Inconsistency

Postby Ehren » Tue Feb 02, 2021 7:06 pm

Tsar Hoikas wrote:Thanks again for the bug report - we've merged the fix for this issue. Please continue to report any long-standing issues you can think of.

As far as long-standing issues go I've got one that's existed long before MOUL or even Until Uru was conceived. Funny enough it relates to Teledahn's power again, but this is a sound glitch, I need to show the location:
WorkroomShaft.jpg
WorkroomShaft.jpg (69.22 KiB) Viewed 621 times

This part of the shaft in the workroom emits a rotating noise even when it has no power to it. Its animation does correctly start and stop, it's just an issue of the active sound always playing. I remember being a kid, marking the workroom journey cloth, disabling the power, and being disappointed when I linked back to the cloth to find that workroom shaft still being noisy. Of course, online you'd just need to stay in the workroom while someone else turned off the power.

I actually, pretty much just now, figured out that the cause of the issue is in the Responder Modifier "cRespInternalShaftStop" in the tldnWorkroom prp. I figured out how to fix it offline by a small edit to the PRP file itself. The MOUL version looks like the same issue, unsurprisingly. The relevant part of the cRespInternalShaftStop:
Code: Select all
               <plSoundMsg>
                  <Sender>
                     <plKey Name="cRespInternalShaftStop" Type="plResponderModifier" Location="11;7" LocFlag="0x0000" ObjID="33" />
                  </Sender>
                  <Receivers>
                     <plKey Name="cSfxExposedShaft" Type="plAudioInterface" Location="11;7" LocFlag="0x0000" ObjID="15" />
                  </Receivers>
                  <MessageParams TimeStamp="0" BCastFlags="0x00000800" />
                  <Callbacks>
                  </Callbacks>
                  <SoundParams Begin="0" End="0" Loop="False" Playing="False" Speed="0" Time="0" Index="0" Repeats="0" NameStr="0" Volume="0" FadeType="0" />
                  <Command>
                     <hsBitVector>kPlay </hsBitVector>
                  </Command>
               </plSoundMsg>

The "<hsBitVector>kPlay </hsBitVector>" should be "<hsBitVector>kStop </hsBitVector>". This being said, I don't know how easy it would be to fix this issue without editing the prp itself, so make of this what you will. At least you know about it now.
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Re: Shroomie Gate Inconsistency

Postby Tsar Hoikas » Wed Feb 03, 2021 5:48 pm

Nice find. Editing and distributing PRPs isn't hard now, so we'll have to jump on this one too.
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Re: Shroomie Gate Inconsistency

Postby Tsar Hoikas » Thu Feb 04, 2021 7:57 am

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Re: Shroomie Gate Inconsistency

Postby Ehren » Wed May 05, 2021 10:18 pm

So, uh, this is unrelated to the gate but still too funny that's it's yet another Teledahn issue. I just posted this on Discord, but I think things move too fast there for it to remain at all noticeable.

With that last Windows 10 update, the lighting for Relto WAS severely messed up, there is also a lighting problem I found in Teledahn where one side of the Slave Cave flaps is too bright looking.

Since it looks this way to me in all versions of Uru I started experimenting offline to see if I could fix it, and I really have to thank Hoikas for this one, because I just applied the same idea to one of the slave cave spotlights, and it fixed it:
SlaveCavePanels.jpg
SlaveCavePanels.jpg (112.95 KiB) Viewed 143 times

It's RTSpotLight06 in the tldnSlaveCave prp, literally the same fix as Relto, setting "SpotInner" to 0... I don't know why that works, but it really does. It would be a nice thing to have fixed at some point, though right now I have to confess I have no real gauge to confirm for sure that other people see it in this too-bright sort of way too.
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Re: Shroomie Gate Inconsistency (and other Teledahn stuff)

Postby Acorn » Thu May 06, 2021 1:12 am

I just replied on Discord, Ehren, confirming I see the issue in the Teledahn slave cave too. Good spot and potential fix (I too had the dark hut, now fixed by Tsar Hoikas :) )
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