10-28-2008, 11:38 PM | #1 |
WinRott bugs
Hi there! I'm new here!
I'm currently playing ROTT through WinRott and while playing the game, I encountered some bugs : - Cheat code CARTIER doesn't work in the console but all the others do. I can type it without the console, but it's kinda annoying as it doesn't always work (I often need to type it back). - When entering a cheat code for getting an item (like Mercury Mode, Elasto Mode...) it may happens that, if we're standing over a pillar, the pillar disappears while the new item bonus appears which can cause the game to crash at any time while looking through the map screen. I don't know if it was the same thing in the original game and I don't know if it may happens with other objects. - When destroying a barrel containing an item that is standing over a catwalk, the item is created on the floor through the catwalk which becomes inaccessible. I don't know if it was the same thing in the original game. - It may happens, when loading a game, that moving walls create new fake walls while the real ones are still moving and pass through the fake ones (if they're doing a back and forth movement for example). - Same thing happens, but this time, on the map screen. It also happens to see our character in places we aren't (without the orange arrow), but if we move over that location, the fake characters disappear. - It may happens that, when a moving wall stops in its final place, we can still go through! It also happens if the moving walls stops on our position instead of killing us. - I also got a strange bug after loading a game : when I pushed a moving wall that was already in its final position, the wall acted like a pushable wall, causing the game to crash immediately after pushing it. - When falling into a pit trap, it often happens that we're stuck into the floor which is VERY ANNOYING. It happens especially if we're trying to jump over that pit. The funny thing is that, we can still move and we can pass under objects. - Still with pits, if we're into dog mode and get out from the pit, then we're looking like if we weren't into dog mode thus giving the impression that we're becoming a bigger dog. - Cheat code SEEYA is supposed to give us God Mode forever, not like TOOSAD. Same goes for CUJO cheat code with the Dog Mode, instead of WOOF. - When we're killed, the music volume is always set to maximum even if the actual volume isn't set to max. So, each time, I have to go in the options and change the music volume which is kinda annoying. - Like stated in that post, when trying to load a game in the "High Road, Low Road" and "NME Mine" levels from Extreme Rott level pack, if we just died and we select YES to load the previous save game made in those levels, we die again. If we're going into the main menu and try to restore that saved game, the game doesn't let us do so. I'm pretty sure it may happens in some other further levels. - Something weird in the "NME Mine" level is that, we can pass through the fences. Is it normal? - At the beginning of the Triadagio level of the Extreme Rott level pack, if we immediately save a game, use a flame wall through the zone and then load the game back, the hidden enemies appear burning (excepted those over the GADs) while the wall panels and GADs are invisible, unless activating the switch. I don't know if it's the same thing in the original game, but it's very weird. - For the "This Causes An Error!" and "This Causes An Error Too!" levels, when the error occurs, the "I'm Free!" screen doesn't show entirely. Only the Top-Left part is shown. - Same goes in the Shareware version at the complete end of the game : when the robot appears with the "I Am Late ?" message, the Top-Left part of the screen is shown. - Something that should be avoided : while in God Mode and shooting a Godfire ball to a Ballistikraft, the ball aims and passes over and over and over again through it, playing a sound each time. The problem is, when tons of balls are shot and are passing through the Ballistikraft, the game slooooooows down a lot because it has to play the same sound like, 20 or 30 times (or even more) at each frame of the game. I don't know if it was the same thing in the original game, but, if it is, I think it should be appropriate in WinRott for the Godfire ball to explode on the Ballistikraft instead, to avoid that kind of bug.
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10-31-2008, 01:22 AM | #2 |
Re: WinRott bugs
I'm not sure if this is the correct avenue for discussing WinRott, as WinRott is a port done by another author (ie. not Apogee/3DR). I suggest posting this in an email to the author of WinRott or on their forums (if they have any). Of course this may all be moot as I don't know if WinRott is still in development.
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11-04-2008, 01:48 AM | #3 |
Re: WinRott bugs
Ow, I'm sorry. I thought I did well because on his website, the forum link points straight here. My apologies.
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I like dragons! They're the center of my life! I'll never forget them... |
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11-05-2008, 02:34 AM | #4 |
Re: WinRott bugs
There really isn't a port of ROTT that really works. It's very unfortunate, as ROTT is a great game, but that's the way it is I guess.
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