Bizarre CRAY glitch(?)

  • Calidus
    18th Mar 2020 Member 0 Permalink

    I ran into this weird bug when I was working on a project. For whatever reason, CRAY powered by Pscn now erases such that everything in the path of the beam gets erased. Normally this is the correct behaviour, but when I used the parameters to change the area of effect, the beam still continued; albeit with a slower speed, as it would advance the beam by the specified limiting value every time it fired. 

    I'm not sure if this is the correct behaviour or not, but if it is I'm not sure what the workaround would be.

  • LBPHacker
    18th Mar 2020 Developer 0 Permalink
    I'm having trouble deciphering your post so I'll go sentence by (sub)sentence.

    > For whatever reason, CRAY powered by Pscn now erases such that everything in the path of the beam gets erased.
    This I cannot reproduce. For me CRAY with tmp set to the (default) 0 behaves as if its tmp is set to 256, replacing 256 particles in its line of sight unless stopped by DMND or forced to skip spaces by FILT and other CRAY.

    > Normally this is the correct behaviour,
    Then the unexpected behaviour described previously is expected?...

    > but when I used the parameters to change the area of effect,
    I assume you mean tmp.

    > the beam still continued; albeit with a slower speed, as it would advance the beam by the specified limiting value every time it fired.
    This I can reproduce only if the particles being spawned by CRAY are other CRAY or FILT particles.

    > I'm not sure if this is the correct behaviour or not, but if it is I'm not sure what the workaround would be.
    CRAY behaviour hasn't changed for a long time; definitely not in the v95 update.

    All in all, your report introduces too little context to do a meaningful test, and the tests I did do yielded the results I expected. Please upload a save displaying incorrect behaviour. Also, which version of the game is this running on what OS?
    Edited once by LBPHacker. Last: 18th Mar 2020
  • Mdkar
    22nd Mar 2020 Member 0 Permalink

    @LBPHacker (View Post)

     Actually I have experienced this also, but I don't remember at all what the fix was and I don't know how exactly to reproduce it. It may have been that I just messed up something with tmp and tmp2.

    This is what I remember:

    cray[brck] tmp 5 was creating 5 px of brck when sparked once, and then on the 2nd spark was deleting the whole row of brck (not just 5). I can try to replicate it, but this issue only happened once to me on the previous version of the game on mac. 

    Edited once by temporaryaccount. Last: 22nd Mar 2020
  • LBPHacker
    22nd Mar 2020 Developer 0 Permalink
    Yeah that shouldn't be possible at all. I'll gladly look into it if anyone can reproduce it.
  • Cracker1000
    22nd Mar 2020 Member 0 Permalink

    @temporaryaccount (View Post)

     If i am correct, you must have accidentally set the CRAY ctype to sprk while clicking on it.

    You first set the .tmp to 5 while the ctype was set to BRCK so it produced 5 pixels of it, as expected.

    Then you set it's ctype to sprk (unknowingly), which explains why it started to delete everything in front of it because Cray with sprk as ctype does just that.

  • Mdkar
    22nd Mar 2020 Member 0 Permalink

    @Cracker1000 (View Post)

     Yes that's exactly what it was, now I remember.