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Author Topic: Door bug in OXCE 8  (Read 422 times)

Offline Dioxine

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Door bug in OXCE 8
« on: April 08, 2025, 11:02:01 pm »
Opening doors diagonally seems to cost less TUs now than opening doors when facing them straight. (tested on XPiratez, Guild Outpost mission, attached screenshot)

Offline Meridian

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Re: Door bug in OXCE 8
« Reply #1 on: April 09, 2025, 06:32:54 pm »
Test save attached.

Offline Meridian

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Re: Door bug in OXCE 8
« Reply #2 on: April 18, 2025, 01:51:34 pm »
Opening doors is not cheaper diagonally, the path preview is not calculating opening doors at all (instead it calculates walking through broken walls... which is wrong).

You can clearly see that by just walking, at the end you will not have 26 TUs as predicted, but 22 TUs (on your screenshot in the first post).
« Last Edit: April 18, 2025, 01:59:30 pm by Meridian »

Offline Meridian

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Re: Door bug in OXCE 8
« Reply #3 on: April 18, 2025, 01:53:43 pm »
Also, calculating walk cost through broken walls is also completely different from OG.

OXC is very wrong.
OG is also not ideal (Daiky probably tried to fix it, but failed).

See attached comparison.

Offline Meridian

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Re: Door bug in OXCE 8
« Reply #4 on: April 18, 2025, 01:57:41 pm »
Btw. all this is wrong since the very beginning.
(i.e. this is not a new bug)

I will coordinate with SupSuper and Warboy and try to implement OG behavior...
...potentially modified a bit to not count broken walls twice (but average them out as Daiky intended)... but that's just a working idea so far.

This will take a long time to analyse, fix and test.
(weeks, maybe months)