The Open Level Project

The Open Level Project => The Open Level 1 - Dimension Open => Contributors' discussion => Topic started by: toos tur on May 14, 2013, 11:31:56 AM

Title: Bugtesting Contest
Post by: toos tur on May 14, 2013, 11:31:56 AM
Okay.
NOTE: Report the bugs, not fix them.
BUGS TO BE FIXED/HAVE BEEN FIXED:

• Lack of checkpoint in Overworld that prevents music glitches. One way to fix it is to change the music to the lab song a bit further in the room and reduce the chance of instant dying (a bit annoying in general) (Somnirespiratory Flux) (fixed by Dav999)

• In script downloadgold + downloadgold2 (terminal for script is in 13,19), Vita spawns too low, inside of the platform! This is because the platform was made bigger on the left side. SOLUTION: Make Vita spawn higher in downloadgold2 (SomniRespiratory Flux, Nicholashin) (fixed by Dav999)

• Faces get glitched when moving to the left (wrapping to the right side of the room) after the cutscene in A Crew Of Their Own (1,5) (SomniRespiratory Flux) (fixed by Dav999)

• Viridian vanishes if you try taking the top path in the first Split room (5,9). Start in (7,10), like you would during normal playthrough (and ignore the Viridian-which-should-be-Valso if you do that) (SomniRespiratory Flux) (fixed by Dav999)

• Leaving Spilt then entering again will lead to disappearance of Viridian. (Split starts at 5,9) (Nicholashin) (fixed by Dav999)

• The checkpoint cannot be touched by Viridian as companion, but I'm sure this is just engine's limitation. Not really a bug, but it's better to put the checkpoint at the ceiling instead (Nicholashin) (fixed by Dav999)

• If you die after Viridian's comment on paths really splitting……you will become Viridian as Valso's gone. Then, you enter Intersection, seeing yourself transforming to Valso. [Not verified] (Nicholashin) (fixed by Dav999)

• When you beat the Us rooms again (in the Valso Split area), I notice that the save menu now includes a part to warp back to the ship, causing weird things. What? :o Not verified btw. (Nicholashin) (fixed by Dav999)

• Sinkhole (5,8) sometimes seems to wrap, but it's because of the gotoroom in the checkpoint script which may sometimes change the room back if you're already in the next room (the checkpoint and room edge are one Villi-length apart). SOLUTION: Make the script box for vc5_8 in Sinkhole one tile wide instead of two, so it's not too close to the room border anymore. Nicholashin reported that Confusion contains wall glitches too. (SomniRespiratory Flux again, Nicholashin) (fixed by Dav999)

• In the tests to get the Gold Keycard, the "invisible checkpoints" can make some tests (Wrapping and Enemies?) behave weirdly. Oddly, it might make both easier, rather than impossible, like it might be feared with something like this. (I didn't test this, but SomniRespiratory Flux reported it) (Never really a bug: I just tested it! /Toaster)

• Major: most people will probably report this: If you activate the cutscene in the research area where everyone gets teleported back to the ship, there's the black screen of death! SOLUTION: Make script 'moveplayerleft_load' in (7,18) be one tile wide instead of six, and have it still touch the right side of the screen. (SomniRespiratory Flux yet again, Nicholashin) (fixed by Dav999, but then the credits wouldn't activate. This has been fixed by Toaster!)

• One of the terminals in the secret lab isn't working (in 6,20). SOLUTION: Add research to it, or remove it. (SomniRespiratory Flux, Nicholashin) (fixed by Dav999)

• Due to a lack of flags, many scripts repeat: "For instance, the ones in Escape Hatch, cutscene on Violet in 'Wrapper' and 'What was that' in the Lab. The one that really affected gameplay, though, it's the power cell one. After Unfair Token, I became Viridian….. Yet, if I go to the direction of trinket,the cutscene repeats and I become Valso again, and have to do the hard Us rooms again to activate the cutscene in Unfair Token AGAIN" (Nicholashin) (fixed by Dav999)

• Enemy de-synchronization, for example in 'R-U-R-R-L-U-L-D-R is the Answer.' (20,4), 'Crumbly Cracking Complete Coundrum' (20,2) and 'Debris of Destiny' (13,4) (Nicholashin) (fixed by Dav999)

• "Wrap" instead of "warp". SOLUTION: Find and replace all wraps with warps. But be careful, you might break things if you use a find and replace function in a program! (Nicholashin) (fixed by Dav999)

• The checkpoints also lead to several minor problems. In 'Narrows' (13,8) and 'Expect the Worst' (14,8), you can die as you successfully activate the checkpoint. Not verified. (Nicholashin) (not really a bug, what do you think? /Dav999)

• Enemies can get stuck in quicksand in 'Test of Enemies'. "Now, you can't fix this, but enemies leak to the place below the quicksand. Without quitting, I will need to pray for the enemies alignment above quicksand can allow me to pass. (They did, BTW)" (Nicholashin) (fixed by ToasterApocalypse)

• 'Checkboard' lacks a warp line, which can cause all kinds of problems. Not verified. (Nicholashin)
(Fixed by ToasterApocalypse)

TOTAL BUGFINDS

Nicholashin14
SomniRespiratory Flux   8
Luigi7000
Chillius030
aLaserShark0

NOTE: This post will be edited by Toaster and Dav if more glitches are reported! :viridian: /Dav999
Title: Re: Bugtesting Contest
Post by: Hejmstel on May 14, 2013, 04:24:33 PM
lolololo i bet chillius will find none lolololo

joking, of course
Title: Re: Bugtesting Contest
Post by: FIQ on May 15, 2013, 03:14:04 AM
Are we going to create a seperate forum on this category for bugs?
Title: Re: Bugtesting Contest
Post by: Dav999 on May 15, 2013, 06:45:47 AM
Are we going to create a seperate forum on this category for bugs?

Hmm, having them in one topic gives us an organized list, though...
Title: Re: Bugtesting Contest
Post by: Dav999 on May 16, 2013, 09:46:55 AM
Maybe we should think of a deadline for testing...

What do you say, two weeks from the moment the beta versions were sent out? That would give us 28 May.
Title: Re: Bugtesting Contest
Post by: toos tur on May 16, 2013, 09:53:56 AM
Maybe we should think of a deadline for testing...

What do you say, two weeks from the moment the beta versions were sent out? That would give us 28 May.
Yeah, okay
Title: Re: Bugtesting Contest
Post by: Dav999 on May 16, 2013, 09:57:49 AM
Maybe we should think of a deadline for testing...

What do you say, two weeks from the moment the beta versions were sent out? That would give us 28 May.
Yeah, okay

I think we should tell the testers... :P
Title: Re: Bugtesting Contest
Post by: Dav999 on May 21, 2013, 12:52:20 PM
Added a whole bunch of bugs reported by SomniRespiratory Flux. I have a feeling he's winning this contest... ::)

Also I know now why Sinkhole was glitching. It was the gotoroom in the checkpoint.
Title: Re: Bugtesting Contest
Post by: Dav999 on May 22, 2013, 11:57:16 AM
Ok, I handled Nicholashin's report thing. :viridian: He really found many bugs, now he's got more than SomniRespiratory Flux! :vitellary:

But they both found many bugs.

And yeah, updated the first post. :viridian:
Title: Re: Bugtesting Contest
Post by: toos tur on May 25, 2013, 08:25:36 AM
I just sent a PM out to the bugtesters, warning them about our deadline. Here's a copy of it.

Quote from: ToasterApocalypse
Yeah. I don't know if you were told about this or not... But me and Dav discussed a deadline on the forums for tOLP 2 (http://tolp.net16.net/forum/index.php) (which won't be started any time soon), the deadline being the 28th of May. So far, Nicholashin has found the most bugs, at 14! Somnirespiratory Flux is second, at 8! Everyone else is at 0.
Remember, to report a bug, send me or Dav a message (Preferably Dav, I'm not as active as I used to be) containing the name of the room that contains the bug, what the bug is, how we can reproduce it and, if possible, the coordinates of the room(s)! We may also nerf some things if they are too hard.

tOLP 2 will be started when:
  • Dav finishes "The Broken Dimension"
  • I finish "Mission Polar" and "Rainbow factory"
  • When all of our old contributors have free time

Okay, get sending those bugs in! Looking at you, guys who have zero bugs...
Title: Re: Bugtesting Contest
Post by: Hejmstel on May 25, 2013, 09:42:43 AM
That's a heck of a lot of bugs

Squash them all
Title: Re: Bugtesting Contest
Post by: toos tur on May 28, 2013, 09:08:56 AM
This was the last day of bugfinding, woohoo!
Title: Re: Bugtesting Contest
Post by: Dav999 on May 28, 2013, 09:10:51 AM
So 3 of the testers have not found anything yet, maybe they found out about the deadline too late... I mean, it was two weeks, but we only told them 3 days before the deadline. Should we give them some more time?
Title: Re: Bugtesting Contest
Post by: toos tur on May 28, 2013, 09:26:47 AM
So 3 of the testers have not found anything yet, maybe they found out about the deadline too late... I mean, it was two weeks, but we only told them 3 days before the deadline. Should we give them some more time?

Forum is shutting down on 3 June
Alos, Chillius said that his computer couldn't load it.

Should we modify the credits?
Title: Re: Bugtesting Contest
Post by: Dav999 on May 28, 2013, 09:38:39 AM
So 3 of the testers have not found anything yet, maybe they found out about the deadline too late... I mean, it was two weeks, but we only told them 3 days before the deadline. Should we give them some more time?

Forum is shutting down on 3 June
Alos, Chillius said that his computer couldn't load it.

Should we modify the credits?

Hmm, maybe they should just be in the credits because they were willing to participate or something?
Title: Re: Bugtesting Contest
Post by: toos tur on May 28, 2013, 10:24:18 AM
So 3 of the testers have not found anything yet, maybe they found out about the deadline too late... I mean, it was two weeks, but we only told them 3 days before the deadline. Should we give them some more time?

Forum is shutting down on 3 June
Alos, Chillius said that his computer couldn't load it.

Should we modify the credits?

Hmm, maybe they should just be in the credits because they were willing to participate or something?

yes
Title: Re: Bugtesting Contest
Post by: allison on May 28, 2013, 03:58:35 PM
 :cvalso_right: :  "RoskillaHulk!!!, Luigi700, Chillius03, and aLaserShark did nothing!"
Title: Re: Bugtesting Contest
Post by: Dav999 on May 28, 2013, 04:01:54 PM
:cviel_right: :  "RoskillaHulk!!!, Luigi700, Chillius03, and aLaserShark did nothing!"

Wait, wasn't that :cvalso_right:?
[/offtopic]
Title: Re: Bugtesting Contest
Post by: Dav999 on May 31, 2013, 01:29:37 PM
Well. Shouldn't we actually start fixing bugs now? :shrug2:
Title: Re: Bugtesting Contest
Post by: toos tur on June 1, 2013, 08:40:10 AM
Well. Shouldn't we actually start fixing bugs now? :shrug2:

yeah
Title: Re: Bugtesting Contest
Post by: FIQ on June 3, 2013, 12:54:04 PM
Special Thanks to: (insert people who didn't do anything)

would be the best way to go imo.
Title: Re: Bugtesting Contest
Post by: toos tur on June 4, 2013, 09:58:42 AM
List of bugs I don't know how to fix:

• Lack of checkpoint in Overworld that prevents music glitches. One way to fix it is to change the music to the lab song a bit further in the room and reduce the chance of instant dying (a bit annoying in general) (Somnirespiratory Flux)

• In script downloadgold + downloadgold2 (terminal for script is in 13,19), Vita spawns too low, inside of the platform! This is because the platform was made bigger on the left side. SOLUTION: Make Vita spawn higher in downloadgold2 (SomniRespiratory Flux, Nicholashin)

• Faces get glitched when moving to the left (wrapping to the right side of the room) after the cutscene in A Crew Of Their Own (1,5) (SomniRespiratory Flux)

• Viridian vanishes if you try taking the top path in the first Split room (5,9). Start in (7,10), like you would during normal playthrough (and ignore the Viridian-which-should-be-Valso if you do that) (SomniRespiratory Flux)

• Leaving Spilt then entering again will lead to disappearance of Viridian. (Split starts at 5,9) (Nicholashin)

• The checkpoint cannot be touched by Viridian as companion, but I'm sure this is just engine's limitation. Not really a bug, but it's better to put the checkpoint at the ceiling instead (Nicholashin)

• If you die after Viridian's comment on paths really splitting……you will become Viridian as Valso's gone. Then, you enter Intersection, seeing yourself transforming to Valso. [Not verified] (Nicholashin)

• When you beat the Us rooms again (in the Valso Split area), I notice that the save menu now includes a part to warp back to the ship, causing weird things. What? :o Not verified btw. (Nicholashin)

• Sinkhole (5,8) sometimes seems to wrap, but it's because of the gotoroom in the checkpoint script which may sometimes change the room back if you're already in the next room (the checkpoint and room edge are one Villi-length apart). SOLUTION: Make the script box for vc5_8 in Sinkhole one tile wide instead of two, so it's not too close to the room border anymore. Nicholashin reported that Confusion contains wall glitches too. (SomniRespiratory Flux again, Nicholashin)

• In the tests to get the Gold Keycard, the "invisible checkpoints" can make some tests (Wrapping and Enemies?) behave weirdly. Oddly, it might make both easier, rather than impossible, like it might be feared with something like this. (I didn't test this, but SomniRespiratory Flux reported it)

• Major: most people will probably report this: If you activate the cutscene in the research area where everyone gets teleported back to the ship, there's the black screen of death! SOLUTION: Make script 'moveplayerleft_load' in (7,18) be one tile wide instead of six, and have it still touch the right side of the screen. (SomniRespiratory Flux yet again, Nicholashin)

• One of the terminals in the secret lab isn't working (in 6,20). SOLUTION: Add research to it, or remove it. (SomniRespiratory Flux, Nicholashin)

• Due to a lack of flags, many scripts repeat: "For instance, the ones in Escape Hatch, cutscene on Violet in 'Wrapper' and 'What was that' in the Lab. The one that really affected gameplay, though, it's the power cell one. After Unfair Token, I became Viridian….. Yet, if I go to the direction of trinket,the cutscene repeats and I become Valso again, and have to do the hard Us rooms again to activate the cutscene in Unfair Token AGAIN" (Nicholashin)

• Enemy de-synchronization, for example in 'R-U-R-R-L-U-L-D-R is the Answer.' (20,4), 'Crumbly Cracking Complete Coundrum' (20,2) and 'Debris of Destiny' (13,4) (Nicholashin)

• "Wrap" instead of "warp". SOLUTION: Find and replace all wraps with warps. But be careful, you might break things if you use a find and replace function in a program! (Nicholashin)

• The checkpoints also lead to several minor problems. In 'Narrows' and 'Expect the Worst', you can die as you successfully activate the checkpoint. Not verified. (Nicholashin)

• Enemies can get stuck in quicksand in 'Test of Enemies'. "Now, you can't fix this, but enemies leak to the place below the quicksand. Without quitting, I will need to pray for the enemies alignment above quicksand can allow me to pass. (They did, BTW)" (Nicholashin)

• 'Checkboard' lacks a warp line, which can cause all kinds of problems. Not verified. (Nicholashin)

I think you'll have to do it, Dav.  :shrug2:
Title: Re: Bugtesting Contest
Post by: Dav999 on June 4, 2013, 10:57:11 AM
I think you'll have to do it, Dav.  :shrug2:

Everything? :-\
Title: Re: Bugtesting Contest
Post by: toos tur on June 4, 2013, 11:10:17 AM
I think you'll have to do it, Dav.  :shrug2:

Everything? :-\

 :beg:
Title: Re: Bugtesting Contest
Post by: Dav999 on June 4, 2013, 11:28:19 AM
Right, fixed some bugs!

• Lack of checkpoint in Overworld that prevents music glitches. One way to fix it is to change the music to the lab song a bit further in the room and reduce the chance of instant dying (a bit annoying in general) (Somnirespiratory Flux)

• In script downloadgold + downloadgold2 (terminal for script is in 13,19), Vita spawns too low, inside of the platform! This is because the platform was made bigger on the left side. SOLUTION: Make Vita spawn higher in downloadgold2 (SomniRespiratory Flux, Nicholashin)

• The checkpoint cannot be touched by Viridian as companion, but I'm sure this is just engine's limitation. Not really a bug, but it's better to put the checkpoint at the ceiling instead (Nicholashin)

• Sinkhole (5,8) sometimes seems to wrap, but it's because of the gotoroom in the checkpoint script which may sometimes change the room back if you're already in the next room (the checkpoint and room edge are one Villi-length apart). SOLUTION: Make the script box for vc5_8 in Sinkhole one tile wide instead of two, so it's not too close to the room border anymore. Nicholashin reported that Confusion contains wall glitches too. (SomniRespiratory Flux again, Nicholashin)

• Major: most people will probably report this: If you activate the cutscene in the research area where everyone gets teleported back to the ship, there's the black screen of death! SOLUTION: Make script 'moveplayerleft_load' in (7,18) be one tile wide instead of six, and have it still touch the right side of the screen. (SomniRespiratory Flux yet again, Nicholashin)

• One of the terminals in the secret lab isn't working (in 6,20). SOLUTION: Add research to it, or remove it. (SomniRespiratory Flux, Nicholashin)

Download for v232/0.1: http://www.mediafire.com/download/68544bqq71gr4qv/open_v232_(0.1).vvvvvv
Title: Re: Bugtesting Contest
Post by: toos tur on June 4, 2013, 12:23:45 PM
233! http://www.mediafire.com/view/4e33x9qc0gwldsr/open.vvvvvv
Title: Re: Bugtesting Contest
Post by: Dav999 on June 4, 2013, 12:47:46 PM
Let's make it a bugfixing contest :P

Dav9996
ToasterApocalypse1
Title: Re: Bugtesting Contest
Post by: toos tur on June 4, 2013, 12:48:42 PM
Let's make it a bugfixing contest :P

Dav9996
ToasterApocalypse1

i added like 5 things that was nothing to do with bugs
Title: Re: Bugtesting Contest
Post by: Dav999 on June 9, 2013, 10:34:21 AM
Right, 234b (0.3.1)!

http://www.mediafire.com/download/r4u0j1m83099yai/open_v234b_(0.3.1).vvvvvv

It's a subversion of 234/0.3, because 234/0.3 contains all the fixes, then in 234b/0.3.1 I replaced certain "wrap"s with "warp"s. I don't think it would cause any problems, but anyway, I still have the 234/0.3 file. I expected to find like 100 instances of "wrap" but there were only 9. :viridian: If I would have Replace All'd everything you would get words like "warpping" and "Warpper"... :') (I left the room name "Wrapper" the same, because "Warper" would have a completely different meaning I think)
Title: Re: Bugtesting Contest
Post by: toos tur on June 9, 2013, 11:20:30 AM
235! http://www.mediafire.com/view/4e33x9qc0gwldsr/open.vvvvvv
I fixed 2 bugs, one was on the list, one was connected to one. Also tweaked 'Clueless' in the lab.
Title: Re: Bugtesting Contest
Post by: Dav999 on June 9, 2013, 12:32:35 PM
Fixed some Viridian-disappears-in-Split bugs! :viridian:

http://www.mediafire.com/download/i5mmic52cehoaed/open_v236_(0.5).vvvvvv

We're finally making progress today! :viridian:
Title: Re: Bugtesting Contest
Post by: toos tur on June 10, 2013, 05:28:38 AM
237! http://www.mediafire.com/view/4e33x9qc0gwldsr/open.vvvvvv
Title: Re: Bugtesting Contest
Post by: Dav999 on June 11, 2013, 05:46:47 AM
Quote from: Changelog
* Dav's "moveplayerleft" script
broke the end script. The screen
stayed faded. So, I simply reduced
the walk from 50 to like 10/20 or
so. It works now.

Uh, didn't I already fix that in 0.1 by changing the width of the script box? :shrug2:
Title: Re: Bugtesting Contest
Post by: toos tur on June 11, 2013, 05:54:52 AM
Quote from: Changelog
* Dav's "moveplayerleft" script
broke the end script. The screen
stayed faded. So, I simply reduced
the walk from 50 to like 10/20 or
so. It works now.

Uh, didn't I already fix that in 0.1 by changing the width of the script box? :shrug2:

When I tested it in v236, the credits wouldn't start. It would just be a black screen.
Title: Re: Bugtesting Contest
Post by: Dav999 on June 11, 2013, 08:36:50 AM
Major update! I fixed all remaining bugs, so the level is ready to be released! :cviridian: :cvictoria: :cvermilion: :cvitellary: :cverdigris: :cviolet: :cvalso: :cverisix: :cviel: :cvaelyn: :cvoon:

238/1.0: http://www.mediafire.com/download/pjlkfafmb6m2xvr/open_1.0.vvvvvv (http://www.mediafire.com/download/pjlkfafmb6m2xvr/open_1.0.vvvvvv)
Title: Re: Bugtesting Contest
Post by: Hejmstel on June 11, 2013, 08:44:05 AM
Major update! I fixed all remaining bugs, so the level is ready to be released! :viridian: :cvictoria: :cvermilion: :cvitellary: :cverdigris: :cviolet: :cvalso: :cverisix: :cviel: :cvaelyn: :cvoon:
omgwtfbbq is this really happening (https://tolp.nl/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fcp8WnjS.png&hash=cc2c4e0cd88810cfd5620e99a6db66040c216cb1)

Yay! Now I just have to find the time to play it