Open ZaptorZap opened 3 years ago
I can't seem to find information about "guideline default 4-point detection for all pieces" but only know it is implemented in Nullpomino from this forum.
It's also implemented in the Tetris Party Deluxe series by Hudson Soft (Tetris Party, Tetris Party Deluxe, and Tetris Axis) an example of this posted by user Ðimentio#0001 on the TETR.IO Discord server:
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Should have reread the issue - deleted comment. (context: wrongly reminded author of checking under TL)
don't worry about it lol
lol now we wait to challenge osk for the implementation
just something - is it a good idea to set graphics to Ultra and play under fast speed to show the problem? by the nature of the bug, none of them are necessary
It was a rather quickly made video for a bug report that's already quite detailed. If you'd like slower examples, please pick up a copy of my .zip
archive which contains replays you can slow down yourself to a quarter of its speed.
What I mean here is, it is quite unnecessary to formally record them with the high settings. I can personally follow the inputs, to clarify. Edit: graphic effects can distract you, too - your screenshots have them.
This is all just a byproduct of my natural setting selections. You said it yourself, it's not necessary to use these high settings to record. It is not necessary either, however, to lower the settings to cause the bug described as it is a bug with the engine, not with the renderer.
It is a bug with the engine; as such I have based my suggestion to reduce both gameplay speed and graphics on accessibility. After all, you're here to report a bug, not show off any of them. So in my opinion, it's best if everything possible is minimal.
So sorry for the wait, but here's an improved version of my previous video. Feel free to send your friends a copy! I hope it lets them understand the previously uploaded extremely high-speed footage.
A good one - it could have some room for improvement, such as a higher locking delay. note: It is usually not recommended due to its gameplay alteration but this is an exception.
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yop still exists
This may be intended, as the kick used was the 5th kick in the Tetra-X kick table (#310).
Well that's a good explanation, but I still believe this to be unintended behavior. Afterall, the original system has no concept of Mini T-Spins.
In ASC, the aforementioned kick is the 4th kick in the kick table (3rd not counting the natural rotation), that's why it's Mini.
ASC also uses immobile spin detection in its home game, just like Tetra-X.
Sure, but these are SRS standards. It's hard to take a 2D array and know immediately if something like this is gonna happen. That's why I presume this was an oversight, not an intentional design choice. (The intentional choice, if there were one, would be to make all T-Spins immobile, just like in the source game.)
Checklist
Describe the bug/issue
The East to North kick #2 for the T piece in SRS(+), or the West to North of this same kick causes a T-Spin mini, as it should, assuming TETR.IO uses 3 point detection; with default settings. This behavior is currently implemented, and is included in the example-replays.zip file further below in example 1.
This same kick is included in the Tetra-X kickset, and after reproducing it, you will end up with a full T-Spin as opposed to a T-Spin mini. This is demonstrated in example 2.
At first, I believed this was a nod to Tetra Legends's ingame "TETRA-X" mode, which uses immobile spin detection, as immobile spin detection does not include specifications for mini T-Spins. This is not the case, as T-Spin minis utilizing North to West kick 1/North to East kick 1 will count for a T-Spin mini under Tetra-X(shown in example 3!). It doesn't take a genius to try something that would count for immobile systems and not 3 point detection spins, as example 4 shows a spin that counts in Tetra Legends and not in TETR.IO.
Here's a .zip file containing examples 1, 2, 3, and 4: issue 626 TTR examples.zip
Reproducing
Steps to reproduce the behavior:
Expected behavior
The T-Spin should count as a T-Spin mini, considering in other kicksets, such as ASC, ARS, or SRS+, it counts as a T-Spin mini.
Screenshots
with SRS+: with Tetra-X
Your setup
Additional context
I mentioned ARS and ASC up there and it got me thinking; perhaps you could embrace this issue and make the T piece count immobile spins when used with the ASC and Tetra-X kicktables. The Tetris The Grand Master series also has some seriously dumb rules for what counts as a T-Spin as well. SRS, SRS-X, and SRS+ could also make a switch to the guideline default 4-point detection for all pieces instead of the hybrid "immobile for every piece except T" option we have at the moment. In a way, this is related to #622.