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View Code? Open in Web Editor NEWRe-implementation of Oddworld: Abe's Exoddus and Oddworld: Abe's Oddysee
Re-implementation of Oddworld: Abe's Exoddus and Oddworld: Abe's Oddysee
Found in build: 959
Description of issue:
The pulleys are misplaced.
OG:
Reversed:
Steps to repro:
Load the save.
Cause:
CreatePulleyIfExists_462C80
Save file:
OffsetLift.zip
Found in build: 977
Description of issue:
doing quicksaves kinda fast causes lags
Steps to repro:
do... quicksaves.. i guess? xD
has to be something in PSX_OrderingTable_4F62C0
i mean that ledge at 0:18 is obvious isnt it? :tapeDan:
https://cdn.discordapp.com/attachments/505078398087987201/526367018287366169/2018-12-23_12-51-34.mp4
Found in build: 948
Description of issue:
the lift cant be used after doing a hop + up on it.
something similar happens if you use HoistIdle on a specific trapdoor and then pull the lever (abe wont fall down but the trap door goes down)
Steps to repro:
lift: go on the lift and use hop + up. (abe jumps normally up if everything was done right)
going with the lift up or down shouldnt work anymore unless you walk 1 step away and you come back.
trapdoor: load the trapdoor save, roll down to the right, then turn to the left, jump up and pull the lever. (abe wont fall down and gets killed if everything was done right)
save file:
lift.zip
trapdoor.zip
cause: State_14_HoistIdle_452440
Found in build: 952
Description of issue:
abe doesnt fade away if he goes through portals with invisibility.
this is what i mean with "fading away"
edit: its supposed to look like this and if it doesnt then its wrong
Steps to repro:
load the save file and go into the teleporter before the invisibility fades away.
save: teleporter test.zip
cause: ctor_4228D0
self explanatory
teleporting mines.zip
Found in build: 963
Description of issue:
the game will crash if you go through the door
Steps to repro:
load the save file and go through the door
save:
crash enter the door.zip
Found in build: 952
Description of issue:
the shadows in the reversed game are not dark enough
comparison below:
Steps to repro: load the save file and jump into the shadow zone.
save:
shadow.zip
cause: ctor_463900
Found in build: 811
Description of issue:
shrykulls "attack" has the wrong color
https://cdn.discordapp.com/attachments/505078398087987201/534458895414853642/2019-01-14_20-02-59.mp4
this bug came with build 372.
Found in build: 990
Description of issue:
abe can go through a slam door without hitting it with ddcheat but hes supposed to hit it with ddcheat
Steps to repro:
use the ddcheat, go to a slam door and try to go through
cause: ctor_4AF700
activate the wheel and continue with the normal way and you'll encounter multiple alarms
multiple alarms.zip
debug error window pops up after using the boom machine
boom machine error.zip
Found in build: 757
Last working build number: Unknown, not needed
Description of issue:
Abe's knockback function crashes as the wheel key is casted to a BaseAliveGameObject* but wheels do not have this as a base class, therefore the wrong virtual method is invoked.
Steps to repro:
Turn a wheel, DDCheat while turning and then hit a slam door.
Found in build: 810
Description of issue:
sligs without pants dont spawn if you enter the left screen first(they spawn if you visit the right screen first)
Steps to repro:
load the save file and go to the left screen
Found in build: 812
Description of issue:
drill can still be heard and gets rendered when you leave the screen with the drill.
drill cant be heard if you go through 2 screens.
Steps to repro:
load the save file and go to the next screen and you'll see/hear that the previous drill still works
drills.zip
bug has been added with build: 795
https://ci.appveyor.com/project/paulsapps/alive-reversing/builds/21450175/job/edbngwsoi7uwiby6/artifacts
Found in build: 1007
Description of issue:
there are too many particle burst effects for explosions.
also 6 particles for each explosions looks like the default value to me.
Steps to repro:
load the save file and shot lul
save:
particles.zip
cause: ctor_41CF50
(the only parts of the screen ive noticed that get cut off are the left and right sides)
Video: https://streamable.com/7piw0
Found in build: 966
Description of issue:
the game will crash if you enter a screen with a mine car
Steps to repro:
load the save file and enter the screen with the mine car lul
save:
mine car test.zip
cause: ctor_46BC80
Description of issue:
file part not found crash
its random and happens in all builds
https://cdn.discordapp.com/attachments/505078398087987201/534844800260767784/unknown.png
Steps to repro:
happens randomly when loading a quicksave
OG bug
more unknown bugs™️
The title says everything.
Custom controls from abe2.ini won't be used the game will use default ones.
Found in build: 810
missing effects
Steps to repro:
saves of all 3 issues
saves.zip
test
OG bug
Found in build: 1009
Description of issue:
so basically when the demo loads YOU are the player and you can move around how you want lul
Steps to repro:
go into the options in the main menu then navigate to demos and choose a demo
cause: Factory_DemoSpawnPoint_4D6990
try to run + jump to the left ledge and you'll hit the collision instead of grabbing the ledge
ledge bug 2.zip
OG bug
Found in build: 812
Description of issue:
deactivated UXB mine activates itself if you go too far away (3 screens)
Steps to repro:
start the game from the beginning, use cheats and go 2 screens to the right, deactivate the UXB mine and then go 3 screens from the UXB mine away (try the right side)
bug has been added with build: 554
https://ci.appveyor.com/project/paulsapps/alive-reversing/builds/20380342/job/hs8l2hppdy6jm9rv/artifacts
OG bug
save:
mudanchee crash.zip
Found by MarioMuzic
How to reproduce it:
1)If you're starting the game from the debug save file, delete it. You need to start the game from menu.
2)Load a level (via save file or starting from Mines)
3)Go back to main menu
And you'll notice that there is some SFX that is missing on it. (Mario and myself have tried it)
In the very first screen of the game, you are meant to hear adjacent screen slig walking SFX. No SFX can be heard.
The same applies to the first screen of tunnel 2, where you are supposed to hear the same SFX of a slig walking in an adjacent screen, but it doesn't sound.
(in case you dont know, the sound is merely cosmetic. The slig doesn't actually exist until you enter the screen that it can be found in)
/home/pi/alive_reversing/Source/AliveLib/Abe.cpp:407:1: error: narrowing conversion of ‘-1’ from ‘int’ to ‘char’ inside { } [-Wnarrowing]
};
^
Source/AliveLib/CMakeFiles/AliveLib.dir/build.make:595: fallo en las instrucciones para el objetivo 'Source/AliveLib/CMakeFiles/AliveLib.dir/Abe.cpp.o'
make[2]: *** [Source/AliveLib/CMakeFiles/AliveLib.dir/Abe.cpp.o] Error 1
CMakeFiles/Makefile2:218: fallo en las instrucciones para el objetivo 'Source/AliveLib/CMakeFiles/AliveLib.dir/all'
make[1]: *** [Source/AliveLib/CMakeFiles/AliveLib.dir/all] Error 2
Makefile:162: fallo en las instrucciones para el objetivo 'all'
make: *** [all] Error 2
the error its produced here (dont know how to introduce "signed char" if thats the answer)
const TintEntry sTintTable_Abe_554D20[15] =
{
{ 1, 102u, 102u, 102u },
{ 2, 102u, 102u, 80u },
{ 3, 120u, 90u, 120u },
{ 4, 102u, 70u, 90u },
{ 5, 120u, 102u, 82u },
{ 6, 102u, 102u, 102u },
{ 7, 102u, 70u, 90u },
{ 8, 102u, 102u, 102u },
{ 9, 102u, 102u, 102u },
{ 10, 102u, 102u, 102u },
{ 11, 120u, 90u, 120u },
{ 12, 120u, 102u, 82u },
{ 13, 102u, 102u, 102u },
{ 14, 120u, 90u, 80u },
{ -1, 102u, 102u, 102u }
};
Found in build: 1055
Steps to repro: load the save file, pull the lever 2 times and run to the left (but dont use the lift! it will move automatically)
save:
lift.zip
cause: vOnAFloorLiftMoverCanUse_461960
Found in build: 932
Description of issue:
there are multiple lifts at the same position under/above other lifts where they are not supposed to be.
Steps to repro:
rescue the mudokon and look if there is a second lift under your current screen
save: lift 2.zip
cause: Factory_LiftPoint_4D7250
Found in build: 956
Description of issue:
the lift rope doesnt render correct at the bottom of the screen.
OG
reversed game
its supposed to look like the first image
Steps to repro: load the save file and 👀 for the rope at the bottom 👀
save:
lift rope.zip
cause: ClipPoly_Vertically_4A09E0
Found in build: 911
Description of issue:
evil fart doesnt spawn correct after leaving the screen and coming back
Steps to repro:
load the save file, drink some nice brew, leave the screen and come back... aaaand fart
save:
evil fart bug.zip
cause: ctor_422E30
Found in build: 943
Description of issue:
the well shoots you out of the map and crashes your game
Steps to repro:
load the save and enter the well
enter well.zip
cause: State_79_Inside_Of_A_Well_Local_45CA60
Teleporting to background teleporters (from either a foreground teleporter or from another background teleporter gives a quieter than normal 'ZAP' SFX upon arrival. (Only the 2nd ZAP SFX is affected. The departure 'ZAP' is correct).
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