WA3E Bug Topic

Help Topics, Bug Reports, Feature Requests, etc.
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Sammy_P
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Post by Sammy_P » Sun Mar 16, 2014 10:03 pm

Nobody wrote:The Player tried to force me to use the Default profile. Attempts to use Nobody were subverted, with the Player instead trying to get me to make a new profile called SaveFiles. Various attempts at fixing this didn't work, so I just made a new Nobody profile.
im currently having the exact same problem

except now i cant use the keyboard controls :?
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Midnight Synergy
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Post by Midnight Synergy » Sun Mar 16, 2014 11:51 pm

Thanks for the bug reports.

I will sit down and work out some of the major remaining bugs in a few weeks time. No major changes of course (like new features, or anything that would change already working levels), just getting some of these annoyances out of the way.
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Qloof234
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Post by Qloof234 » Tue Mar 18, 2014 3:39 am

Something odd that's been hanging around for a while now (it's even in PoTZ itself) - bookshelves and their magic glow-in-the-dark appearance:

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yot yot5
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Post by yot yot5 » Tue Mar 18, 2014 9:51 am

Qloof234 wrote:Something odd that's been hanging around for a while now (it's even in PoTZ itself) - bookshelves and their magic glow-in-the-dark appearance:
I hope this is fixed sometime. It made my Amnesia adventure an absolute nightmare to make. :(
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Wonderman109
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Post by Wonderman109 » Tue Mar 18, 2014 9:01 pm

Well, that's why we can thank you for making the textures.
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StinkerSquad01
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Post by StinkerSquad01 » Tue Mar 18, 2014 9:03 pm

I'm still a bit surprised that it wasn't fixed in WA3. *slapped by MS*
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Pawelec
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Post by Pawelec » Wed Mar 19, 2014 8:07 am

jdl wrote:Just wanted to say that the "Couldn't Load Mesh" problem is really bad. I was cycling through the objects in the Editor and it error'd on me and I lost all my work for a wlv. It's my fault for not saving enough, but this really needs to be fixed. :(
This is killing my will to work with WA3 Editor - yesterday I managed to open the Editor in the 23rd attempt...
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yot yot5
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Post by yot yot5 » Wed Mar 19, 2014 12:09 pm

Wonderman109 wrote:Well, that's why we can thank you for making the textures.
My textures improved matters, but they're far from perfect. The darkbookshelf texture can still be seen quite easily in the dark.
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Jutomi
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Post by Jutomi » Wed Mar 19, 2014 3:03 pm

Pawelec wrote:This is killing my will to work with WA3 Editor - yesterday I managed to open the Editor in the 23rd attempt...
Do you have something in your objects that shouldn't be there..?

Just curious, because...
I don't know what this mesh thing is, honestly. :shock:
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Koopson44
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Post by Koopson44 » Wed Mar 19, 2014 3:10 pm

If you flash a key then quickly reflash the key it won't show up as there but Enemies like chompers won't be able to go past that spot. Learned this when doing shoo chomper dont bother me.
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jdl
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Post by jdl » Wed Mar 19, 2014 3:18 pm

I suspect the mesh issue is from how the editor loads objects.

As far as I can tell, the editor loads objects:
- Each time you open the editor program. It checks the Data folder for everything that's required to be in there.
- Every time you open a wlv for editing. (probably loading all the adjustments and stuff for the objects present in a level?)
- And whenever you cycle through the objects in the editor.

The kicker is, this issue never happens at all in the player. Ever.
It could be Blitz acting up, video card problems, CPU not being powerful enough.. I'm not sure. :?
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jdl
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Post by jdl » Wed Mar 19, 2014 5:11 pm

Sorry for double-posting, just wanted to ask this as well --

Is it intentional that transporters don't have the visual type option that the conveyors have?

Also, chompers seem to stay active regardless of whether you have them set to inactive or not.

Oh and, if it's not too much trouble, could we be able to see flipbridges visually in the editor? :)
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Wonderman109
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Post by Wonderman109 » Wed Mar 19, 2014 8:44 pm

jdl wrote:Sorry for double-posting, just wanted to ask this as well --

Is it intentional that transporters don't have the visual type option that the conveyors have?

Also, chompers seem to stay active regardless of whether you have them set to inactive or not.

Oh and, if it's not too much trouble, could we be able to see flipbridges visually in the editor? :)
1. I think so.

2. You need to set the ActiationType to something other than 0. 21 makes it disappear as normal, and you can use PowerWop to bump it up to a high number for superfast deactivation. But, while the model vanishes, the chomper doesn't. This goes for all WAE objects, and maybe the new ones, so you can have invisible creatures. We've known it for a while.

3. Yes, this would be nice.
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Jutomi
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Post by Jutomi » Thu Mar 20, 2014 11:14 pm

Yes, I noticed this when I clicked the "Save and Exit" button while holding shift... :lol:
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Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Qloof234
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Post by Qloof234 » Fri Mar 21, 2014 1:40 am

Monsters that die after being launched out of a suction tube (i.e. launched into water) seem to leave behind a "ghost" that other monsters (but not the player) will collide with. I'm not sure how to describe what's going on here.
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Wonderman109
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Post by Wonderman109 » Fri Mar 21, 2014 2:14 am

Because the monster entity for flight is different than that of a normal movement behavior, it only dies in appearance, movement, and for the player, but its obstacle count still affects other things?
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dig 222
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Post by dig 222 » Fri Mar 21, 2014 9:15 pm

UM, I DON'T THINK THIS WAS SUPPOSED TO HAPPEN
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Jutomi
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Post by Jutomi » Fri Mar 21, 2014 9:35 pm

What.. did.. you.. do?
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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jdl
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Post by jdl » Fri Mar 21, 2014 9:40 pm

Yes, it would be helpful if you would let us know what you did to make it happen instead of just posting a picture of a bug you found.
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Wonderman109
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Post by Wonderman109 » Sat Mar 22, 2014 2:44 am

dig 222 wrote:UM, I DON'T THINK THIS WAS SUPPOSED TO HAPPEN
The End escaped its adventures and corrupted your Player. :P

Probably just a loading-issue glitch. Has this only happened once?
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Jutomi
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Post by Jutomi » Sat Mar 22, 2014 3:04 am

I still say it's the End.

It makes sense, because even my plants are breaking through the editor.
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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StinkerSquad01
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Post by StinkerSquad01 » Sat Mar 22, 2014 3:19 am

It may be called The End but that doesn't mean it has one. :wink:
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Qloof234
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Post by Qloof234 » Sat Mar 22, 2014 4:30 am

I'm guessing this isn't really a bug, as it's used intentionally in PoTZ, but the small "pyramid" objects aren't solid anymore.
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yot yot5
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Post by yot yot5 » Sat Mar 22, 2014 11:54 am

Qloof234 wrote:but the small "pyramid" objects aren't solid anymore.
They weren't solid in the old editor, either.
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Qloof234
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Post by Qloof234 » Sat Mar 22, 2014 8:26 pm

Oh, wow, they weren't, too. My memory must be playing tricks on me. :oops: :lol:
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jdl
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Post by jdl » Sat Mar 22, 2014 8:58 pm

Not sure if this is a bug or if it was intended but the new ?Default variable does not support rgb 0,0,0 for transparency, and .jpg files are the only kind of files it accepts.

And as pointed out by some users I've talked to, it would be very nice if we could have some type of "Are you sure?" screen when hitting "Cancel and Exit" or pressing the Esc. key in the editor.

-----

Also this is a little idea I have for the editor. Would it be possible for us to use custom maps like the one in MOFI? Maybe something like UserData\Custom\Maps would work.

Defining what map to use could be on the main editor screen (as I don't see how it would work defining it in the custom item wop itself) and it could work like this:

Users make 9 512x512 map piece images and label them "[name]0", "[name]1", etc. (0 is the ? texture for a missing map piece) and just use whatever "[name]" is when defining what map set to use.
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Qloof234
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Post by Qloof234 » Sat Mar 22, 2014 9:13 pm

jdl wrote:Also this is a little idea I have for the editor. Would it be possible for us to use custom maps like the one in MOFI? Maybe something like UserData\Custom\Maps would work.

Defining what map to use could be on the main editor screen (as I don't see how it would work defining it in the custom item wop itself) and it could work like this:

Users make 9 512x512 map piece images and label them "[name]0", "[name]1", etc. (0 is the ? texture for a missing map piece) and just use whatever "[name]" is when defining what map set to use.
I endorse this idea 4000%. I'm still plugging away on HR and it would be really handy to have an in-game map of some sort.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Mar 23, 2014 2:25 am

The vault seems to mysteriously deactivate when you try to give yourself floing magic.

Also, I kind of wish we can set the destination of the shards/magic mirror for our hubs/adventures.
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Koopson44
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Post by Koopson44 » Sun Mar 23, 2014 2:33 am

StinkerSquad01 wrote:The vault seems to mysteriously deactivate when you try to give yourself floing magic.

Also, I kind of wish we can set the destination of the shards/magic mirror for our hubs/adventures.

There is not a wop for that? Or a command Data type 1-4?
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StinkerSquad01
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Post by StinkerSquad01 » Sun Mar 23, 2014 2:42 am

There's a MagicMirror .wop but its destinations are hardcoded into the game. The shards have a command to activate their teleportation, but their destinations are also hardcoded.
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