Page 8 of 14
Posted: Wed Apr 23, 2014 4:19 am
by Jutomi
Nope! I did not mess up on that!
I was kind of hoping I did, too...
Something that does need mentioning, though...
I wanted to use that one glitch in the Wonderland Glitch Archives that involved springing a fire flower...
and, in my first run, the tiny fire flower that was adjusted to below the ground was sprung by a very malformed z-adjusted spring.
Could..
could that have broken the whole level - perminantly?

Posted: Wed Apr 23, 2014 4:45 am
by Qloof234
Jutomi wrote:[...] it minimizes so I see an error message - that's MAVing, right?
Not necessarily. There are different errors you can get when the game crashes, Memory Access Violation is just the most common. Either way, it's not like anyone can really debug it that I know of.
As for the level - I'd try by making a backup of the level, removing every object in it, and seeing if it works in-game. From there, add objects back in (using copy-paste from the old level so it's less work) and test whenever you've added a new "type" of object (i.e. add buttons, test, add springs, test, add gates, test, etc.).
Posted: Wed Apr 23, 2014 4:55 am
by Jutomi
All right...
Now to figure out how to make a backup...

Posted: Wed Apr 23, 2014 4:56 am
by Qloof234
Just go to UserData/Custom/Editing/Current, find the Adventure folder and copy it over to another location.
Posted: Wed Apr 23, 2014 5:01 am
by Jutomi
Oh, neat!
Thank you quite very much.

Posted: Wed Apr 23, 2014 6:06 am
by Jutomi
All right, so...
I don't think I had to do that..
I deleted every thing, and re-added every thing - and then some.
And...
It worked.
Nothing changed.

Wha...
x_x
I won't figure the editor out...
But, I thank you very much!

Posted: Wed Apr 23, 2014 9:00 pm
by Wonderman109
You can use CMD 41 to copy yourself.

Posted: Wed Apr 23, 2014 10:41 pm
by LittleZbot
That could be useful...
Posted: Wed Apr 23, 2014 11:06 pm
by StinkerSquad01
It could, if it weren't giga-buggy.
Posted: Thu Apr 24, 2014 1:21 am
by MyNameIsKooky
Right clicking to swap items in your inventory also toggles whether you're in "magic casting" mode or not.
Posted: Thu Apr 24, 2014 3:35 am
by LittleZbot
That isn't really a bug - it's always been that way. Don't tell me you've been clicking the "Gloves" icon over and over to disable and enable magic mode.
Posted: Thu Apr 24, 2014 3:40 am
by MyNameIsKooky
I meant WHILE the inventory is open.
Posted: Thu Apr 24, 2014 3:42 am
by LittleZbot
That still isn't really a bug, since the game is behaving as it's supposed to - more of an oversight, I guess.
Posted: Sat Apr 26, 2014 2:50 am
by StinkerSquad01
Music that has had its speed changed will persist in rooms with no music, but at normal speed.
Posted: Sat Apr 26, 2014 3:31 am
by MyNameIsKooky
Some minor things that bug me:
When your inventory is full, "You Cannot Carry Any More" has each word start with a capital letter! AAAAAAAAAAAAAAAAAAH!
When a tollgate costs 1 coin to pass through, it says "Requires 1 coins to open" or something like that. GRAMMAR!
Most importantly of all these minor things: Fix the black spots on slopes.

Posted: Sat Apr 26, 2014 3:45 am
by Wonderland King
MyNameIsKooky wrote:When your inventory is full, "You Cannot Carry Any More" has each word start with a capital letter! AAAAAAAAAAAAAAAAAAH!
I Get What You're Saying.
MyNameIsKooky wrote:When a tollgate costs 1 coin to pass through, it says "Requires 1 coins to open" or something like that. GRAMMAR!
Not really a bugs, but I see what you mean, it's more of a game errors.
Posted: Sat Apr 26, 2014 5:51 pm
by Wonderland King
Posted: Sat Apr 26, 2014 6:19 pm
by Wonderman109
I'm making a level with many NPCs in one wlv, and I get MAVs now and then if I quickly delete stuff and return to it, or other things. NPC movements and animations also glitch or don't work when there's a lot of them.

Posted: Sat Apr 26, 2014 6:30 pm
by Wonderland King
Wonderman109 wrote:I'm Making A Levels With Many NPCs In One Wlvs, And I Get MAVs Now And Then If I Quickly Delete Stuff And Return To It, Or Other Things. NPCs Movements And Animations Also Glitch Or Don't Work When There's A Lots Of Them.

What exactly do you mean when you say the movements and animations glitch or don't work?
Posted: Sat Apr 26, 2014 6:59 pm
by Wonderman109
They work out of order, or only some work, or they only work for some NPCs/IDs, or they just don't work.
Posted: Sun Apr 27, 2014 1:33 am
by Wonderman109
DP actually I may have solved part of the problem. I forgot that all stinker NPC Moves stop working when a dialog is active, until it closes. This means that stinkers supposed to move by means outside of dialog commands don't move until after the dialog ends, and stinkers already going somewhere arrive there and then stop until the dialog is over.
Well, I guess dialogs can be avoided for these kinds of things.
Posted: Sun Apr 27, 2014 3:13 am
by LittleZbot
When I open up the player, it gives me a MAV for no reason once I enter the "Select Custom Adventure"/"Select Custom Hub" screen. However, this only happens when I have something else running at the same time (like an internet browser, or Fraps). this does not occur while playing the adventures/hubs, though.
Posted: Sun Apr 27, 2014 12:56 pm
by Wonderman109
Your computer might be too weak to process both the Player and other windows at once.
Posted: Sun Apr 27, 2014 1:11 pm
by LittleZbot
I doubt that's the problem. My computer is weaker than most newer ones, but not that weak. Besides, running several things alongside the regular editor's player works just fine. And, as I said, it only MAVs on the screen where you select the adventure. The title screen and actual adventure are both fine.
Posted: Mon Apr 28, 2014 12:12 am
by Wonderman109
My intention was to make a stinker kill-able by changing their logic to a thwart, but they MAV when you try to make them move. Probably has to do with the odd walking animations thwarts have.

Posted: Thu May 01, 2014 7:40 am
by Qloof234
One that I'm more or less certain has been around since MoFI without getting patched - Wonderfalls doesn't use its own background level-textures. Instead, it uses the ones from MoFI's jungle temple. It's not the textures being incorrectly named, either - Editing the jungle temple background graphics changes the background tiles for Wonderfalls, and in fact, the game even launches without complaints if the Wonderfalls background textures are missing.
Posted: Thu May 01, 2014 10:39 am
by Muzozavr
Qloof234 wrote:One that I'm more or less certain has been around since MoFI without getting patched - Wonderfalls doesn't use its own background level-textures. Instead, it uses the ones from MoFI's jungle temple. It's not the textures being incorrectly named, either - Editing the jungle temple background graphics changes the background tiles for Wonderfalls, and in fact, the game even launches without complaints if the Wonderfalls background textures are missing.
... what in the name of
"ATTENTION! Sense-making machine is out of order. Please stand by while we attempt to fix the issue and make more sense"
Posted: Thu May 01, 2014 4:04 pm
by Jutomi
Maybe it was an event not unlike the Uo-Jaava thing..?
Posted: Thu May 01, 2014 8:33 pm
by Qloof234
Unless I'm mistaken, though, that's just a case of the level-textures using different names. There's nothing wrong with how the textures themselves load and render in-game.
With Wonderfalls, it does have its own unique background graphics, but they just aren't loaded - It uses the jungle temple background instead.
Posted: Sun May 04, 2014 12:02 pm
by Wonderman109
Yikes, a transporter that rides onto water on a level edge MAVs. That ruined something for me.
