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Posted: Sun Mar 16, 2014 10:03 pm
by Sammy_P
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 :?

Posted: Sun Mar 16, 2014 11:51 pm
by Midnight Synergy
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.

Posted: Tue Mar 18, 2014 3:39 am
by Qloof234
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:

Image

Posted: Tue Mar 18, 2014 9:51 am
by yot yot5
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. :(

Posted: Tue Mar 18, 2014 9:01 pm
by Wonderman109
Well, that's why we can thank you for making the textures.

Posted: Tue Mar 18, 2014 9:03 pm
by StinkerSquad01
I'm still a bit surprised that it wasn't fixed in WA3. *slapped by MS*

Posted: Wed Mar 19, 2014 8:07 am
by Pawelec
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...

Posted: Wed Mar 19, 2014 12:09 pm
by yot yot5
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.

Posted: Wed Mar 19, 2014 3:03 pm
by Jutomi
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:

Posted: Wed Mar 19, 2014 3:10 pm
by Koopson44
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.

Posted: Wed Mar 19, 2014 3:18 pm
by jdl
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. :?

Posted: Wed Mar 19, 2014 5:11 pm
by jdl
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? :)

Posted: Wed Mar 19, 2014 8:44 pm
by Wonderman109
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.

Posted: Thu Mar 20, 2014 11:14 pm
by Jutomi
Yes, I noticed this when I clicked the "Save and Exit" button while holding shift... :lol:

Posted: Fri Mar 21, 2014 1:40 am
by Qloof234
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.

Posted: Fri Mar 21, 2014 2:14 am
by Wonderman109
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?

Posted: Fri Mar 21, 2014 9:15 pm
by dig 222
UM, I DON'T THINK THIS WAS SUPPOSED TO HAPPEN

Posted: Fri Mar 21, 2014 9:35 pm
by Jutomi
What.. did.. you.. do?

Posted: Fri Mar 21, 2014 9:40 pm
by jdl
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.

Posted: Sat Mar 22, 2014 2:44 am
by Wonderman109
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?

Posted: Sat Mar 22, 2014 3:04 am
by Jutomi
I still say it's the End.

It makes sense, because even my plants are breaking through the editor.

Posted: Sat Mar 22, 2014 3:19 am
by StinkerSquad01
It may be called The End but that doesn't mean it has one. :wink:

Posted: Sat Mar 22, 2014 4:30 am
by Qloof234
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.

Posted: Sat Mar 22, 2014 11:54 am
by yot yot5
Qloof234 wrote:but the small "pyramid" objects aren't solid anymore.
They weren't solid in the old editor, either.

Posted: Sat Mar 22, 2014 8:26 pm
by Qloof234
Oh, wow, they weren't, too. My memory must be playing tricks on me. :oops: :lol:

Posted: Sat Mar 22, 2014 8:58 pm
by jdl
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.

Posted: Sat Mar 22, 2014 9:13 pm
by Qloof234
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.

Posted: Sun Mar 23, 2014 2:25 am
by StinkerSquad01
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.

Posted: Sun Mar 23, 2014 2:33 am
by Koopson44
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?

Posted: Sun Mar 23, 2014 2:42 am
by StinkerSquad01
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.