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Lake Hylia incorrect water level appearance/behavior #41

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briaguya-ai opened this issue Mar 24, 2022 · 4 comments
Closed

Lake Hylia incorrect water level appearance/behavior #41

briaguya-ai opened this issue Mar 24, 2022 · 4 comments
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bug Something isn't working

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@briaguya-ai
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Issue: in lake hylia the functional water level can get out of sync with the visible water level

vlcsnap-2022-03-23-20h06m48s579

Expected behavior

  • as a kid, lake hylia's water level appears high, and link can swim in the high water
  • as an adult (before water temple), lake hylia's water level is low, and link can swim in the low water

Observed behavior

  • as a kid, lake hylia's water level sometimes appears high, but link can only swim in the (invisible) low water

Reproduction steps

  • close soh completely and reopen it
  • ensure debug mode is enabled
  • use map select to load lake hylia as adult
  • ensure the water level is low
  • use map select to load lake hylia as kid
  • the water appears high, but link can't swim in it

Additional Information

I first encountered this bug with debug mode disabled by:

  • going to lake hylia as an adult
  • using the console "reset" command
  • deleting my save file and starting a fresh one
  • going to lake hylia as a kid in the new file

i then made some videos trying to reproduce the bug

@MegaMech MegaMech added the bug Something isn't working label Mar 24, 2022
@MegaMech
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Since you're using debug mode. I'd question whether or not this issue only applies when debugMode is on. (Meaning, playing through the game normally this would never happen).

Thanks for making us aware of this issue and your effort making a cleanly written issue.

@briaguya-ai
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Since you're using debug mode. I'd question whether or not this issue only applies when debugMode is on. (Meaning, playing through the game normally this would never happen).

in additional information, i mentioned:

I first encountered this bug with debug mode disabled by:

MelonSpeedruns pushed a commit to MelonSpeedruns/Shipwright that referenced this issue Mar 31, 2022
@V10lator
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Other way to reproduce without debug:

  • As adult go to the capell of time.
  • Lay your sword to become a kid again.
  • Go to the lake.

IMG_20220427_145035
IMG_20220427_145120

@PurpleHato
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Fixed with Roy Alfa, closing issue

aMannus referenced this issue in aMannus/Shipwright Sep 27, 2022
* First attempt pacifier fix

* Real fix for pacifist mode

* Comment
briaguya-ai added a commit that referenced this issue Sep 28, 2022
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1.

* Revert "few fix and paper Link"

This reverts commit 65e76dc.

* Paper Link & few fixes (#28)

* Implement pacifist mode (#30)

* Implement cucco storm (#31)

* Add no UI functionality (#32)

* Enable CrowdControl on windows (#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (#38)

* Check for pause in pacifist and allow button presses (#39)

* Fix Pacifist mode (#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (#42)

* Small stalfos fix (#43)

* Syntax Improvements (#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Kenix3 pushed a commit to Kenix3/Shipwright that referenced this issue Oct 19, 2022
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (HarbourMasters#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1.

* Revert "few fix and paper Link"

This reverts commit 65e76dc.

* Paper Link & few fixes (HarbourMasters#28)

* Implement pacifist mode (HarbourMasters#30)

* Implement cucco storm (HarbourMasters#31)

* Add no UI functionality (HarbourMasters#32)

* Enable CrowdControl on windows (HarbourMasters#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (HarbourMasters#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (HarbourMasters#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (HarbourMasters#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (HarbourMasters#38)

* Check for pause in pacifist and allow button presses (HarbourMasters#39)

* Fix Pacifist mode (HarbourMasters#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (HarbourMasters#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (HarbourMasters#42)

* Small stalfos fix (HarbourMasters#43)

* Syntax Improvements (HarbourMasters#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (HarbourMasters#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (HarbourMasters#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
PurpleHato referenced this issue in aMannus/Shipwright Oct 10, 2023
* Revert item tables

* Revert item tables more

* First pass of custom GI messages for vanilla items

* More progress + prepare all vanilla GI messages

* Move GI vanilla injection
Malkierian pushed a commit to Malkierian/Shipwright that referenced this issue Nov 20, 2023
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (HarbourMasters#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1.

* Revert "few fix and paper Link"

This reverts commit 65e76dc.

* Paper Link & few fixes (HarbourMasters#28)

* Implement pacifist mode (HarbourMasters#30)

* Implement cucco storm (HarbourMasters#31)

* Add no UI functionality (HarbourMasters#32)

* Enable CrowdControl on windows (HarbourMasters#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (HarbourMasters#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (HarbourMasters#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (HarbourMasters#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (HarbourMasters#38)

* Check for pause in pacifist and allow button presses (HarbourMasters#39)

* Fix Pacifist mode (HarbourMasters#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (HarbourMasters#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (HarbourMasters#42)

* Small stalfos fix (HarbourMasters#43)

* Syntax Improvements (HarbourMasters#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (HarbourMasters#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (HarbourMasters#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
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