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Re: [Enigma-devel] Changes Between 0.81 And 0.92


From: Andreas Lochmann
Subject: Re: [Enigma-devel] Changes Between 0.81 And 0.92
Date: Mon, 16 Jan 2006 03:26:57 +0100
User-agent: Mozilla Thunderbird 1.0 (X11/20041206)


Hi Tarim,

thank you a lot for your detailed bug report, some of
your bugs have been noticed already, but by far not all:

1) Fire Extinguishers: Can no longer specify {load=x} where x is greater than 2. (Actually loads up to 6 work - but show the wrong icons). This makes Enigma 2 #51, Easily Inflammable (martin95) impossible.


I don't know if I understood you correctly or how fast the
original level was supposed to be, but fire is a random
object and might sometimes run faster or slower. On a
distance like this, the deviation might be some seconds,
and indeed I have problems to solve this, too. But I don't
see a connection to the loads of the extinguishers?
I think there are enough?

2) Lasers and Mirrors: (Tarim mentioned this a while ago). Beams are not always relayed into objects which are directly next to a transparent mirror or prism. This makes Enigma 3 #22, Automaton (duffy95) impossible.

We already decided to put Automaton into the experimental
pack until this bug is found and solved. I hope there is no
other level with this problem?

3) Tops and Rotors: When the marble goes out of range of the top or rotor - the default is for it to return to its start position instead of staying where it is. This makes Enigma 3 #50, Bad Nightmare (duffy117) slightly harder, Enigma 3 #28, Variety Pack (duffy101) and Enigma 2 #148, Bizarro World (duffy73) much harder and Enigma 3 #18, You Must Be Kidding (duffy91) almost impossible.


Can't say something to this one.
Jacob, shall we change the behaviour of the tops and
rotors in these levels?

4) Switches: Initialising calls of SendMessage("switchx", "on") seem to have a different effect now. This makes Enigma 2 #148, Bizarro World (duffy73) much easier (as the initial state for the white ball and charge stones puzzle is that you can go straight through without doing it). Has the default changed from on to off or is there something more subtle going on here?


I always thought this puzzle to be a bait...

5) Umbrellas: The protection time is reduced to 5 seconds. This makes Enigma 2 #148, Bizarro World (duffy73) much harder.

6) Boulders and Rotators: The scheduler seems to have changed - this is particularly noticeable on Enigma 2 #137, Rush Hour Traffic (duffy62). Although the boulders are faster in 0.81 they are slightly more uneven in their spacing. Under 0.92 the gaps between them even out so quickly it makes the level almost impossible.

For Rush Hour Traffic, the level has already been
changed, to deal with the new engine. It now
has less bolders. We'll need some time to add it
to the svn-trunk, but at least there already is a
repaired version.

7) Acceleration: Do things have higher acceleration? Difficult to tell for sure - but Enigma 3 #53, Snowing (duffy120) is much, much harder. Tarim is still trying to decide if Enigma 3 #50, Bad Nightmare (duffy117) and Enigma 3 #57, Worse Nightmare (duffy120) are harder or whether he just can't do them either way ;-)

I too have the impression that Snowing is very hard.
Is this intended?

Greetings,
Andreas






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