"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#601 Posted 26 May 2013 - 09:15 AM
This post has been edited by Fox: 26 May 2013 - 09:19 AM
#603 Posted 27 May 2013 - 08:31 AM
[quote name='"synthesis / 20130526-3819"]Also' date=' allow MAXVOLUMES+1 to first arg of 'music'.[/quote']
But this crashes the game if used when the level is loaded:
getuserdef[THISACTOR].volume_number PTEMP setuserdef[THISACTOR].volume_number 8 starttrackvar 0 setuserdef[THISACTOR].volume_number PTEMP
Edit: Why loadgrp can only be used in the main def file?
This post has been edited by Fox: 27 May 2013 - 09:32 AM
#604 Posted 27 May 2013 - 12:10 PM
Fox, on 27 May 2013 - 08:31 AM, said:
Quote
This refers to the handling of the music command in LunaCON, to bring it in line with C-CON. It is legal because the MapInfo[] array that is referenced has conceptually size (MAXVOLUMES+1)*MAXLEVELS. (The argument to music is diminished by 1 to get a 0-based index.) I have no idea what the last "volume" entry means, though. The entries for music 0 are kept in a separate array.
Quote
getuserdef[THISACTOR].volume_number PTEMP setuserdef[THISACTOR].volume_number 8 starttrackvar 0 setuserdef[THISACTOR].volume_number PTEMP
That's unrelated to r3817, but for this reason LunaCON will bound-check writes to certain members, and allow only reading others.
#605 Posted 29 May 2013 - 11:44 PM
Attached File(s)
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1_water.zip (297bytes)
Number of downloads: 224
This post has been edited by fgsfds: 29 May 2013 - 11:48 PM
#606 Posted 30 May 2013 - 01:30 AM
fgsfds, on 29 May 2013 - 11:44 PM, said:
Simply clear the sector tag from the above-water sector. See the explanation here.
Quote
The point is to allow water constructions with arbitrary sector "multiplicity" N:M, N>=1, M>=1. For example, the above-water section is one sector, but under water, there's a lot of decoration like hills or sunken ships. You don't need to have matching sectors above then.
#607 Posted 30 May 2013 - 01:52 AM
Enemies and pickups doesn't sink in ror water, even with SE7 placed.
http://www.youtube.c...?&v=Y-kyzLqbHXU
Attached File(s)
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1_rorwater.zip (800bytes)
Number of downloads: 227
This post has been edited by fgsfds: 30 May 2013 - 01:52 AM
#608 Posted 30 May 2013 - 02:02 AM
#609 Posted 30 May 2013 - 11:44 PM
#610 Posted 31 May 2013 - 06:26 AM
Fox, on 26 May 2013 - 09:15 AM, said:
What is the behavior in v1.5?
Fox, on 30 May 2013 - 11:44 PM, said:
I'll look into this.
#611 Posted 31 May 2013 - 06:56 AM
#612 Posted 31 May 2013 - 07:09 AM
Fox, on 31 May 2013 - 06:56 AM, said:
Just loaded up the classic version of DN:ME, and it's just red blood pool.
Same as the port of DN:ME.
http://steamcommunit...908039664173080
#613 Posted 31 May 2013 - 07:45 AM
case BLOODPOOL: case FOOTPRINTS: case FOOTPRINTS2: case FOOTPRINTS3: case FOOTPRINTS4: if(t->pal == 6) t->shade = -127; case PUKE: case MONEY: case MONEY+1: case MAIL: case MAIL+1: case PAPER: case PAPER+1: if(ud.lockout && s->pal == 2) { t->xrepeat = t->yrepeat = 0; continue; } break; (...) default: if( sector[sect].floorpal ) t->pal = sector[sect].floorpal; break;
#614 Posted 31 May 2013 - 07:53 AM
#615 Posted 31 May 2013 - 08:46 AM
#616 Posted 31 May 2013 - 09:15 AM
#617 Posted 31 May 2013 - 09:31 AM
#618 Posted 31 May 2013 - 11:59 AM
#619 Posted 31 May 2013 - 09:14 PM
I'm so going to use this. No more excuses for poor spritework on maps
#620 Posted 01 June 2013 - 06:38 AM
DavoX, on 31 May 2013 - 09:31 AM, said:
DavoX, on 31 May 2013 - 09:14 PM, said:
You can already interactively rotate a set of highlighted sprites around a common pivot point with LShift+RMB. This won't let you mirror them, but in your case it sounds like you're planning beforehand, so it wouldn't be an issue. (No, interactive scaling won't let you mirror them either, and isn't that useful for "3D" sprite constructions because it doesn't recalculate the sprite sizes.)
#621 Posted 01 June 2013 - 08:53 AM
EDIT: Duh, just said what you said Yes I'm making intrincate 3d constructions.
This post has been edited by DavoX: 01 June 2013 - 08:55 AM
#622 Posted 01 June 2013 - 09:36 AM
DavoX, on 01 June 2013 - 08:53 AM, said:
Turn off grid locking. After you've pressed the mouse button and locked to a vertex, you can move the aim farther away from the midpoint to control the angle by single units.
#623 Posted 02 June 2013 - 10:33 AM
This post has been edited by fgsfds: 02 June 2013 - 10:34 AM
#624 Posted 03 June 2013 - 10:01 AM
#626 Posted 03 June 2013 - 10:50 AM
Diaz, on 03 June 2013 - 10:47 AM, said:
It was. But it's an obvious bug.
#627 Posted 03 June 2013 - 12:58 PM
#628 Posted 04 June 2013 - 06:34 AM
Helixhorned, on 01 June 2013 - 09:36 AM, said:
If you know what angle you want to rotate it by, is there a more direct way to rotate it? When dragging with the mouse it can get very finicky if you're after exact values.
#629 Posted 04 June 2013 - 07:00 AM
#630 Posted 04 June 2013 - 08:00 AM
fgsfds, on 02 June 2013 - 10:33 AM, said:
This post has been edited by LeoD: 04 June 2013 - 08:01 AM