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[2.55, a85] Sprite Float Coordinates / Collision Bug


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#1 Mitchfork

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Posted 01 December 2020 - 09:43 PM

I have encountered a rare but repeatable collision bug while testing.  
 
If the Quest Script Rule "Sprite Coordinates are Float" is enabled, and Link is 8.5 pixels north of a solid combo, Link can walk right through it right-to-left or left-to-right.  See the picture below for this in action:
 
iOds30V.png
 
Due to certain actions that cause the coordinates to round off (e.g. colliding with a solid wall will cause the engine to snap Link to the nearest whole pixel) this can sometimes be very hard to trigger, or very easy - but if you play around with it while constantly tracing Link's Y coordinate, it seems really consistent.  There may be additional pixel values that can cause collision to fail, but 8.5 north is for sure an issue.

EDIT: The applicable rules are:

  • ON - Diagonal Movement
  • OFF - Large Hitbox
  • ON- New Hero Movement
  • ON - Disable 4-Way Movement's Gridlock

Edited by Mitchfork, 02 December 2020 - 06:09 PM.

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#2 Venrob

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Posted 02 December 2020 - 09:15 AM

Do you have the rule "New Hero Movement" enabled? If not, enable it.



#3 Mitchfork

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Posted 02 December 2020 - 10:32 AM

I'm 99.9% sure that it's enabled - I should have listed all of those rule settings though. Can't check the file right now, but I'll update the post info when I can.

#4 Mitchfork

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Posted 02 December 2020 - 06:09 PM

Updated the post with the quest rules settings that I am using.



#5 Venrob

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Posted 02 December 2020 - 07:38 PM

Can you replicate this with `New Hero Movement` off?



#6 Mitchfork

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Posted 02 December 2020 - 08:16 PM

Can you replicate this with `New Hero Movement` off?

 

No - with New Hero Movement off, Link's coordinates are always whole pixels.  At -8 and -9 pixels, there's no collision problem.



#7 Venrob

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Posted 02 December 2020 - 08:36 PM

Good, that helps narrow this down. I'll try to look into this once finals are done.



#8 ZoriaRPG

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Posted 07 December 2020 - 09:15 AM

<Grumble, grumble...>


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