Avara icon indicating copy to clipboard operation
Avara copied to clipboard

Numerous bugs in single-player levels + 2 minor graphical things

Open biggnome opened this issue 2 years ago • 8 comments

I was revisiting Avara over the weekend (looking great, by the way!) but I've noticed with up-to-date compiles under Windows & Linux (also present in the Windows nightly binaries) that there are a number of bugs in the single-player level set. Many of these seem to be related to Field and/or WallDoor objects. The ones I've found are as follows:

  • training

    All of the platforms in Training Grounds referencing the towerHeight variable are flat on the ground. Here's how they appear in the original game (excuse the change of perspective):

    training-og

  • training2

    Training 2: In the yellow circled area, the light purple platform raises immediately, whereas in the original it raises only when the player steps on it. The relevant script from the OG level data seems to be

      object WallDoor
      open = @enterLift1
      close = @enterLift1
      deltaY = kFloor[0]
      openDelay = 5
      closeDelay = 100
      openSpeed = 4
      end
    
      object Area
      enter = @enterLift1
      end
    

    The pink block I think is a Field object that's rendering (incorrectly) as a block in the flyover, but is (correctly) not rendered in-game.

  • practicerun

    Practice Run: The big white "trampoline" circled here in yellow is another Field object. Like in Training 2, this behaves correctly in-game, but renders as a huge block in the flyover.

  • bluewater

    Bluewater Documents: The platform circled in yellow bottoms out halfway down its travel. The relevant script here is:

      object WallDoor
      open = @pLift
      close = @pDrop
      middle = closed
      midY = 5
      deltaY = 9
      didClose = @pLift
      didOpen = @pDrop
      openSound = 0
      closeSound = 0
      stopSound = 0
      end
    
  • boake

    Boake Maze: Same issue with Fields mis-rendering as blocks in the flyover, but not in-game. However, in the "north" part of the level (here, the circled bit on the left/center), a ramp object is being interpreted as a block which can soft-lock the level if the player gets trapped under it (a likely scenario the way this level is designed).

Additionally, I noticed a couple of graphical issues. One is a moire pattern on objects occupying the same plane. This mostly seems to affect Hologram objects; I wonder if these could/ought to be hard coded to be given precedence by the rendering engine?

The other thing I noticed was a notable 'jerkiness' to certain animations not present in the original game which I don't recall from older builds. This mostly seems to affect UFOs and Parasites revolving around the Z-axis, but it's a little hard to tell for sure. I'm completely guessing here, but could this be a frame rate dependent thing? (This definitely occurs on Windows; I haven't taken the time to confirm on Linux.)

biggnome avatar Feb 13 '23 20:02 biggnome