Page 9 of 14

Posted: Sun May 04, 2014 3:43 pm
by Wonderman109
DP cooldudepoke's MultiMagic randomly started MAVing both the editor and player for me whenever it exists in a wlv or I go to it in the Object Selector.

I'll try re-downloading it first. :?

Also, entering a wlv and getting sprung right away causes any buttons you spawn on to not be pressed.

And, if two+ stinkers are killed by a Zap-Bot, it still says 'Stinker Eliminated.' No matter what. :P

EDIT: Nope, the wops are still refusing to work for me. Now I can't play any of my MM adventures.

Posted: Mon May 05, 2014 11:04 pm
by Wonderman109
DP I figured out what I did wrong about the first problem.

Posted: Tue May 13, 2014 5:27 am
by Jutomi
Some things while playing with the editor...
call it an extention of my previous post, if you will, to which took place in the photos of ingame progress section.

Posted: Sun May 18, 2014 5:44 pm
by Wonderman109
Water Creature Behaviour Experiment 1

I've been doing some experimenting on the behaviour of water creatures and water and lava irregularities.

Water creatures (ducks, turtles, both types of crabs, and water chompers,) treat lava as walls in floor contact. (That is, they can move diagonally around it and across it, and fly over via spring or cross via bridge type things, but they cannot swim into or through it.) They die if a bridge collapses while over lava, except for turtles.

Turtles on a bridge over lava having it deactivated get stuck as if they are on a floor tile surrounded by walls when lava's on all four sides of them, or go back on the floor/ in the water if there is a floor or water tile on one of the four side tiles of the lava. They can still be frozen, unfrozen, and Flashed as normal.

Creatures spawning on lava die, except turtles who repeat the same behaviour as above.

Water creatures spawned on water also behave odd. Ducks are supposed to and die if not spawned on water, but a duck set to Move:Yes with no water tiles adjacent to it (diagonals do not count) cannot move and faces south all the time, acting like plain water.

Water chompers behave as in water mode when spawning in water, that is, as normal.

Dragon-turtles act as if water is floor, and are submersed at water level (-1.0) as they walk on both floor and water tiles. They still act weird around lava, but are normal in their solidity. They cannot dive in water as they 'think' they already are in it, and go through it as floor. These turtles cannot be shot with magic, as if they are deactivated and 'invisible'. Visually, you can still see their dragon horns bobbing up and down as they move.

Crabs act really weird on water spawning. Green crabs turn into walls, not reacting to the player or magic or anything else at all and swaying back and forth while facing south. They never move, and are floating above the water as if on ground while swinging slowly on the spot like a key.

Red crabs also swing and are floating, but they still have their movement type of running away from the player. Any water tile a red crab spawns or moves on becomes a floor tile and can be walked on as normal.

I have more research to do on this, particularly as related to using CMD 41/42 to spawn creatures in water instead of starting the level with them on water. I am also going to mess around with bridges/transporters/pads functioning on lava, land, metatiles, etc. I know for a fact you cannot spawn Growflowers or Brr-pads on lava with magic.

In conclusion, my experiments show that water behaviour is glitchy and very manipulable. There are no MAVs caused by them right now unless CMD 4 comes into play, so I think these would be great for MM-type levels.

Posted: Mon May 19, 2014 2:29 am
by Wonderman109
DP

I have done the 2nd part.

-Basically, floats of any kind on lava do nothing and make it act like regular lava.

-Spawning creatures via CMD 41 on water and lava produces regular entry of water/ destruction or freezing in lava results.

BTW the wlv this experiment in is the sixth/last arrow.

Posted: Tue May 20, 2014 9:59 pm
by Jutomi
I have noticed that ice-floats can drown you, too, if you try to stop onto them right away. :(

I am not sure if that was always around, but I did just want to mention it.

Posted: Wed May 21, 2014 1:33 am
by Wonderman109
Yes, the rainbow-pad glitch also goes for ice pads if you have nimble fingers, but they melt faster and cannot be reused. Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix that first. :(

On another note, the glitches in my above experiment proved more unstable than I thought. They only function until the game is saved then reloaded. Then, the crabs go into their regular shell-in-the-water mode. Don't know about land. The turtle in water seemed to disappear.

Posted: Wed May 21, 2014 6:08 pm
by MyNameIsKooky
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first. :(
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).

Posted: Wed May 21, 2014 10:46 pm
by Qloof234
Void Spike objects don't scale properly at all, they're the same size in-game regardless of X/Y/ZScale/ScaleAdjust settings.

Posted: Wed May 21, 2014 11:02 pm
by Wonderland King
Same in the WA1E.

Posted: Sat May 24, 2014 8:20 am
by Qloof234
... Huh, I legitimately never noticed that before. Interesting.

Posted: Sun May 25, 2014 1:04 am
by Wonderman109
MyNameIsKooky wrote:
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first. :(
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).
Could you explain more on that last part? I don't know what you mean by Base 10.

Posted: Tue May 27, 2014 3:09 pm
by samuelthx
Wonderman109 wrote:
MyNameIsKooky wrote:
Wonderman109 wrote:Unfortunately, right now my rainbow pad wop is acting like an ice pad for no reason, so I have to fix taht first. :(
The Brr Float has a Type of 300 while the Rainbow Pad has a Type of 301. Both of their SubTypes are 0. Check the wop file's attributes (maybe in Power Wop since you can see everything in base 10).
Could you explain more on that last part? I don't know what you mean by Base 10.
It simply means the decimal system :P. PowerWop is recommended so you don't have to use a hex-editor, and look at base 16 hex values
Check that your RainbowFloat .wop has a type of 301, instead of 300.

Posted: Tue May 27, 2014 8:38 pm
by Wonderman109
Yep, that solved it. I wonder why it changed in the first place though? :P

Posted: Sun Jun 01, 2014 8:40 pm
by llarson
My level has hardly anything lethal in it (aside from edited objects being rolled over and the like) and is giving me AIOOB's every time I open it.

Any suggestions? :(

Posted: Sun Jun 01, 2014 8:55 pm
by Wonderman109
I think sometimes, the editor just hates on random wlvs.

Posted: Sat Jun 07, 2014 5:00 am
by llarson
I broke my editor by setting my mode to full screen :(

EDIT: nvm, I moved some folders into a new editor, now my editor is all new and sparkly...

Posted: Sat Jun 07, 2014 5:46 am
by StinkerSquad01
Placing a suction tube so part of it sticks out of a level causes AIOOBs.

Posted: Tue Jun 10, 2014 3:05 am
by SearchForReality
I found two bugs while making a level avenging my brother.

Thwarts in the editor screen of non-standard colour appear in the inventory all the time, and in the wlv when first placed. But, save and exit, re-enter that wlv, and check again. The editor colors changed right back. They still show up properly if re-placed, and in the Player.

Zap-bots, and possibly other flying enemies, die when frozen while over water and possibly lava. I'll ask Wonderman to check this on his Experimentation level thingamajig.

Posted: Tue Jun 10, 2014 8:03 pm
by LexieTheFox
SearchForReality wrote: while making a level avenging my brother.
... 8)

Posted: Fri Jun 20, 2014 1:37 am
by Wonderland King
I had an area where you use keys to collect icons (there are different icons to collect, but they're all exactly the same except for some of their ID's and active statuses) and then use the icons as "keys" to open a set of black gates. They have the local off function. It works fine up to a certain point, but no matter what I do, when I get to a specific black gate and use the icon, the gate opens, but I still have the icon in my inventory and I get the "You can not use this item here" message.

Any ideas? Maybe even just on why this is happening?

EDIT: Fixed it by moving a couple gates over, but I still don't understand what happened. :?

Posted: Fri Jul 18, 2014 5:17 am
by llarson
.-.

EDIT: And it's working again...huh.

Posted: Fri Jul 18, 2014 6:02 pm
by Wonderman109
It occurs in the editor if a file is missing, right when you open the editor. I've never seen it do that in a wlv. Then again, I get random MAVs from opening many wlvs fast and deleting lots of objects fast, so huh indeed.

Posted: Fri Jul 18, 2014 6:13 pm
by Qloof234
The "accessory" bug is one that only happens when you open a level.

As far as I can tell, the Editor and game both dynamically load accessory graphics, instead of having a set list. While the Editor does have a "limit" set on accessories you can use, the glasses settings are pretty easily broken, allowing you to set them to values that the game doesn't have by default.

In the old Editor, this only became a problem when you tried playing it, but in the new Editor, it's a bit more problematic. If you're copying a level over from the old Editor, you should double-check to make sure that all the glasses-wearing NPCs in it work fine in-game.

You can circumvent the Editor closing by creating the file it's looking for, which is quite useful.

Posted: Mon Aug 04, 2014 7:07 pm
by InvisibleWater6512
The ScaleAdjust property of Cuboids doesn't seem to work properly. :?

Posted: Mon Aug 04, 2014 8:12 pm
by Jutomi
I've had that problem too. :P

I've had it during a test adventure.

Posted: Mon Aug 04, 2014 10:01 pm
by Yzfm
My guess is it has to do with the contraction and expansion animation.

Posted: Mon Aug 04, 2014 11:00 pm
by Wonderman109
Yep, I remember posting that earlier. Same goes for Voids, Teleporters with Subcolours 3 and 4, etc.

Posted: Tue Aug 05, 2014 1:43 am
by Yzfm
Weren't there multiple-size voids in WA1?

Or maybe my mind is just weird

Posted: Tue Aug 05, 2014 2:09 am
by Qloof234
Yeah, but for some reason, the Editor doesn't correctly let you adjust the Void object's size.