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Re: PID for OS X
Posted By: Mark LevinDate: 4/16/13 6:54 a.m.

In Response To: Re: PID for OS X (Ron Hunsinger)

Glad you're liking it!

: I did find a few places where the port is less than perfect.

: In the original game, you can normally save only if you're on or in a cell
: adjacent to a Save Rune. The ANYWHERE hack changes the definition of
: "adjacent" to mean "on the same level". That is, you
: still can't save on Labyrinth or OKWEWS, because those levels don't have
: Save Runes.

: But I was getting beat up on Labyrinth, and idly tried saving there. To my
: surprise, it let me! I expected that would make Labyrinth a cake-walk, but
: no. Restoring from such a saved position crashes the game.

: In hindsight, I realize the problem. Normally, levels are written out to the
: Save Game file when you save or leave the level, but there's special code
: to skip writing Labyrinth or OKWEWS, because those levels are always
: custom-built from their pristine state when you arrive. Which means, if
: you restore to Labyrinth, there's a good chance you'll appear inside a
: wall. (Or inside a Shocking Sphere.)

: I wonder what will happen if I save on OKWEWS? The walls there don't move,
: and what I remember of the arrive-on-level code should make it work as
: long as you save while standing where monsters won't be. They should
: re-populate at their normal positions.

The source we were provided appears to be Pathways 1.0, which didn't include the cheat codes at all, so they had to be reimplemented from scratch. Mea culpa (doubly so because I did discover that saving on OKWEWS will make the game very confused and probably crash but I didn't think to forbid it).

: If the source code this game is based on doesn't block saving on Labyrinth
: and OKWEWS, maybe it's an older version that still also has the bug that
: lets you kill the Dreaming God multiple times, to get multiple gemstones.
: I guess I'll find out when I get there.

This has been fixed, since it has been mentioned here many times over the years.

: I was hoping this version would at least fix the bug in the random number
: generator that causes Shocking Spheres to concentrate around the ladders
: from HHCC and Lasciate... . Nope. There's still almost always one of them
: on your left when you enter in those corners. (Hint: the fix is as simple
: as using a better random number generator, for example a linear
: congruential method using a modulus that is not a power of 2. Or, when
: generating random x,y coordinates for a sphere, instead of using random()
: % 32 for each coordinate, use random() % 30 + 1. )

This wasn't fixed, but it was more of a deliberate choice this time. Whenever something gets ported (as opposed to being remade or updated) each behavior that can be clearly identified as not part of the intent is a judgement call, and this wasn't sufficiently game-breaking to be addressed. Thus, the Labyrinth works exactly like it did in the original (and so does everything else, since it's tied to the same RNG that the rest of the game uses). Everyone has their own things they wish the game didn't do any more, including myself, but there's no easy way to draw a line if you start changing them.

: I can only assume the bug is still there that corrupts the LevelState data
: when a monster tries to shoot and there isn't room to make a bullet. (It
: makes the bullet anyway, but on top of some unrelated data, which it
: clobbers.) That bug makes it difficult to boost your "+1 for each 250
: kills" bonus.

This is probably still there, yeah. It's a pretty hard situation to set up a test case for, but I'll try to address it in the next patch.

: Some of the keyboard shortcuts are missing. I'm accustomed to hitting
: back-quote (or ESC or keypad-clear) to switch quickly between the World
: View and Inventory windows. None of those work in this version.

Another simple oversight that will be fixed.

: I can't rearrange items inside a container. (For example, to pre-load one
: kind of ammo at the top of a canvas bag.) Dragging something to a
: container tends to open it, which is a nuisance. Worse, dragging within
: the Inventory window doesn't necessarily select it, so time is still
: running in the game when I think it's paused.

: It looks like the Inventory window at least was re-written in Cocoa, and
: these are all birth pains of the new code. I'm confident they'll be fixed.

That's exactly what happened; rather than port Pathways' custom outline widget to Quartz, I just used NSOutlineView. That covers the latter two changes, and the inability to drag to a specific point in a container happened because Pathways' inventory structure is radically different from what an outline view data source is supposed to provide. I'll see what I can do about it.

: Overall, I'm delighted! Great work, guys!

Thanks! Most of the things you mention happened because it was very difficult to do proper QA on this project- there is almost nobody left who can properly put the game through its paces, I didn't have all the time in the world to devote to that myself (this was something of a spare-time project and I had a full-time job), and any eligible testers were also people we were trying to delight by springing this fully-formed on the world.

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Pre-2004 Posts

Replies:

PID for OS XGodot 4/9/13 7:02 a.m.
     Re: PID for OS Xtreellama 4/9/13 7:39 a.m.
     Re: PID for OS XMark Levin 4/9/13 8:28 a.m.
           Re: PID for OS XDestiny 4/9/13 8:49 a.m.
           Re: PID for OS XHopper 4/9/13 10:03 a.m.
                 Re: PID for OS XMark Levin 4/9/13 10:28 a.m.
           Re: PID for OS Xlucas93 4/9/13 3:08 p.m.
           Re: PID for OS XYossarian 4/9/13 3:59 p.m.
           Re: PID for OS Xselbstmord 4/11/13 7:40 a.m.
                 Re: PID for OS XPresident People 4/11/13 3:00 p.m.
                       Re: PID for OS Xukimalefu 4/11/13 11:38 p.m.
                             Re: PID for OS XPerseusSpartacus 4/12/13 12:04 a.m.
     Re: PID for OS XPerseusSpartacus 4/9/13 8:25 p.m.
     Re: PID for OS Xukimalefu 4/10/13 12:17 a.m.
           Re: PID for OS XGodot 4/10/13 12:34 a.m.
                 Re: PID for OS Xukimalefu 4/10/13 12:36 a.m.
                 Re: PID for OS XMark Levin 4/10/13 6:08 a.m.
                       Re: PID for OS XGodot 4/10/13 6:29 a.m.
                             Re: PID for OS XGodot 4/10/13 6:32 a.m.
                       Re: PID for OS XHopper 4/10/13 7:31 a.m.
                             Re: PID for OS XMark Levin 4/10/13 8:20 a.m.
     Re: PID for OS XPerseusSpartacus 4/10/13 9:22 a.m.
           Re: PID for OS XHopper 4/10/13 11:07 a.m.
                 Re: PID for OS XPerseusSpartacus 4/10/13 11:21 a.m.
     Re: PID for OS XMrM12LRV 4/10/13 2:29 p.m.
           SPOILER ALERT! You need to find thisukimalefu 4/11/13 2:08 a.m.
     Re: PID for OS XRon Hunsinger 4/15/13 7:53 p.m.
           Re: PID for OS XMark Levin 4/16/13 6:54 a.m.
                 Re: PID for OS XRon Hunsinger 4/16/13 5:21 p.m.
                       Re: PID for OS XMark Levin 4/16/13 6:00 p.m.
                             Re: PID for OS XRon Hunsinger 4/16/13 7:50 p.m.
                                   Re: PID for OS XMark Levin 4/16/13 8:46 p.m.
                                   Re: PID for OS XHopper 4/17/13 6:11 a.m.
                                         Re: PID for OS XMark Levin 4/17/13 7:16 a.m.
                                               Re: PID for OS XHopper 4/17/13 8:14 a.m.
                                         Re: PID for OS XRon Hunsinger 4/18/13 1:01 a.m.
                                               Re: PID for OS XRon Hunsinger 4/18/13 1:09 a.m.
                                               Re: PID for OS XHopper 4/19/13 7:32 a.m.
                                                     Re: PID for OS XMark Levin 4/19/13 8:28 a.m.
                                                           Re: PID for OS XRon Hunsinger 4/19/13 7:33 p.m.
                                         Re: PID for OS XRon Hunsinger 4/18/13 3:11 a.m.
                 Re: PID for OS XHopper 4/17/13 7:01 a.m.
                       Re: PID for OS XMark Levin 4/17/13 7:12 a.m.
                             Re: PID for OS XHopper 4/17/13 7:50 a.m.
     Re: PID for OS XPerseusSpartacus 4/18/13 8:14 p.m.
           Re: PID for OS Xukimalefu 4/19/13 2:41 a.m.
           Re: PID for OS XRon Hunsinger 4/19/13 4:10 a.m.
                 Re: PID for OS XPerseusSpartacus 4/19/13 6:31 p.m.
                       Re: PID for OS XRon Hunsinger 4/19/13 7:55 p.m.
                             Re: PID for OS Xtreellama 4/20/13 5:11 a.m.
                             Re: PID for OS XPerseusSpartacus 4/20/13 9:38 a.m.
     Re: PID for OS Xbakudd 4/22/13 6:39 a.m.
     PID 1.2 releasedMark Levin 5/6/13 8:49 p.m.
           Re: PID 1.2 releasedGodot 5/6/13 10:47 p.m.
                 Re: PID 1.2 releasedHopper 5/7/13 10:31 a.m.
           Re: PID 1.2 releasedukimalefu 5/7/13 1:45 a.m.

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Pre-2004 Posts

 

 

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