Avara
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Numerous bugs in single-player levels + 2 minor graphical things
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:
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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):
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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.
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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.
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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
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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.)