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Bug: Lara Climb. #38

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Gh0stBlade opened this issue Apr 29, 2017 · 7 comments
Open

Bug: Lara Climb. #38

Gh0stBlade opened this issue Apr 29, 2017 · 7 comments
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@Gh0stBlade
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Gh0stBlade commented Apr 29, 2017

Level: LEVEL7A (Cistern) / LEVEL8A (City of Khamoon)
Room: 111
Lara Position: 33453, -1580, 58468

Issue 1:
http://i.imgur.com/PRF6GMg.png
Pressing UP+Action will allow Lara to grab slope edges which isn't possible in the original game.
Edit: https://www.youtube.com/watch?v=Bcvgv_6NqR0 This is also possible due to the ability to grab slope edges.

Issue 2:
http://i.imgur.com/r4iBYDO.png
Lara cannot jump up + hang to grab this wall. But if you climb on-top press back then grab. Lara can grab this wall which shouldn't be possible due to how low it is.

Issue 3: Referring to screenshot 2, if you pull up Lara will go into animation 42, vault up onto block but you can roll during this animation which shouldn't be possible.

Issue 4:
http://i.imgur.com/Ag0Nq59.png

If you run towards the corner of this floor point, Lara will collide with something invisible.

Issue 5:
If you tun towards this wall and press UP+Action Lara will vault the ledge below and clip through the wall.
http://i.imgur.com/09SMn4G.png
http://i.imgur.com/WoXrjM7.png

(Solved in: cd29100) Lara can no longer automatically vault this wall via up+action, will have to confirm if this is possible in the retail game.

Issue 6:
Lara cannot pull up here:
http://i.imgur.com/ZA80PFT.png
May be related to this same bug in LEVEL8A
http://i.imgur.com/YX6AxwX.png

Issue 7:
If you face a certain angle towards low walls, Lara can vault them and appear ontop of ledges.
https://www.youtube.com/watch?v=FyRvyxb310g

@hexdoll
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hexdoll commented May 29, 2017

RE: Issue 6
I think the bug where Lara is unable to pull up in some places might be related to the edge where she's hanging being on the boundary between two rooms.

@Gh0stBlade
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Another bug, similar to issue 1 which has been fixed.

LEVEL8A (City of Khamoon)
http://i.imgur.com/hoCXeP3.jpg
At the very beginning turn around. In reference to the screenshot position Lara there. If you hold the STEP RIGHT button, press ACTION then UP. Lara will vault on thin air.

@XProger XProger modified the milestones: alpha 3 (gameplay), beta 1 (playable game) Jun 25, 2018
@bryc
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bryc commented Jan 13, 2019

image

Still an issue I think - you can grab ledge from below bridge in map1 and even climb "downwards" into the floor. Easily reproducible many times, just jump and grab upward near middle bottom of bridge.

image

@XProger XProger removed this from the beta (playable game) milestone Jan 13, 2019
@XProger XProger removed the physics label Sep 25, 2019
@dj4g11e32
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dj4g11e32 commented Aug 28, 2020

Screencast 2020-08-28 20:38:01.zip
I've found another similar example in "City of Karmoon" where Lara can't pull up. On the attached video, she can't pull up on the first two blocks where she stops, but can then pull up on the 3rd block.

If someone could tell me how to get the coordinates to appear like in the screenshots by @Gh0stBlade, I'll be happy to add the info as I guess this would be more useful than the video.

UPDATE: I now have the debug version compiled so here are Lara's coordinates and an updated screenshot.
pos=(25232, -860, 21162), angle = (0, 179), room = 5. (Pulling up into room 6.)

@dj4g11e32
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dj4g11e32 commented Aug 31, 2020

RE: Issue 6
I think the bug where Lara is unable to pull up in some places might be related to the edge where she's hanging being on the boundary between two rooms.

I have an example that seems to back this up. This screen-shot is in the Obelisk of Khamoon and is on the boundry between two 'rooms' (as defined in the Level editor). Lara is unable to pull up onto the platform ahead of her even though there is plenty of space.

I'm running on Linux and have just run a git pull and built from source ('nix' version) to make sure I have all the latest fixes.

(I still can't work out how to find Lara's coordinates so I'll ask on the discord thread and post back here if I find out.)

UPDATE: I now have the debug version compiled so here are Lara's coordinates and an updated screenshot.
pos=(51120, -2048, 4472), angle = (0, 270), room = 30

image

@XProger
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XProger commented Aug 31, 2020

try to define _DEBUG in compiler options for onscreen info

@dj4g11e32
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dj4g11e32 commented Aug 31, 2020

try to define _DEBUG in compiler options for onscreen info

I set the _DEBUG flag in build.sh but I get the following error when I try to build.
../../debug.h:671:41: error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'uint32' (aka 'unsigned int') in initializer list [-Wc++11-narrowing] FOURCC("RIFF"), sizeof(Header) - 8 + dataSize,

UPDATE: I got the debug version to compile using g++ rather than clang++ by adapting the 'build_e2k.sh' script. It still produced some warnings but it did compile.

The first time that I ran the debug version (via gdb), I received this error :

no font found

Thread 1 "OpenLara_debug" received signal SIGSEGV, Segmentation fault.
Debug::init () at ../../debug.h:35
35                  id = fontInfo->fid;

This just needed me to specify an xfont that was available on my system in the debug.h file and rebuild.

debug.h line 28:

Was: fontInfo = XLoadQueryFont(glXGetCurrentDisplay(), "-adobe-times-medium-r-normal--17-120-100-100-p-88-iso8859-1");
Now: fontInfo = XLoadQueryFont(glXGetCurrentDisplay(), "-*-helvetica-bold-r-normal-*-*-120-*-*-*-*-iso8859-1");

(I couldn't find the original -adobe-times-medium font anywhere...)

I haven't pushed this as an update as it clearly depends on the system that OpenLara is being compiled on, but hopefully this info could be useful for someone.

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