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Announcing the Diehard Wolfers' Mapping League!
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AlumiuN
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PostPosted: Sat Nov 04, 2017 11:12 pm
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Hmm, interesting. I'll take a look (and hopefully fix the other couple of things I've had outstanding for a long time) sometime this week.
Arielus
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PostPosted: Tue Nov 07, 2017 7:31 am
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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AlumiuN wrote:
Hmm, interesting. I'll take a look (and hopefully fix the other couple of things I've had outstanding for a long time) sometime this week.

Thank you very much. In case it helps, this also seems to happen with quick load (via F9) as well.

Best,

Ariel

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AlumiuN
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PostPosted: Tue Nov 07, 2017 2:36 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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I think I may have fixed it - was it changing the environment settings (ceil/floor colour, weather, etc) back to the map defaults, by any chance?
Arielus
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PostPosted: Tue Nov 07, 2017 6:25 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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AlumiuN wrote:
I think I may have fixed it - was it changing the environment settings (ceil/floor colour, weather, etc) back to the map defaults, by any chance?

Indeed, it was as if the load game thing was taking all settings back to how it was when you started the level.

Best,

Ariel

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AlumiuN
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PostPosted: Tue Nov 07, 2017 7:26 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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OK, I'll upload a patch to fix that, the enemy proximity detection through wall corners, and a couple of other minor bugs soon.

EDIT: Uploaded the patch; there's a small problem with the "Change View" screen as a result of one fix, but I'm working on it, and it should only be cosmetic Smile
Arielus
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PostPosted: Wed Nov 08, 2017 8:16 am
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AlumiuN wrote:
OK, I'll upload a patch to fix that, the enemy proximity detection through wall corners, and a couple of other minor bugs soon.

EDIT: Uploaded the patch; there's a small problem with the "Change View" screen as a result of one fix, but I'm working on it, and it should only be cosmetic Smile

Thank you for the new EXE, AlumiuN.

I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.

In addition, now the ammo rounds (whether used or unused) do not increase my ammo count; you can pick them up as long as your count is not zero, but the count remains unaltered. When I am down to zero rounds (meaning that I can only use the knife), I won't even be able to pick any up. Same problem with the health items - I walk right over them without picking them up.

I do not know if other new problems have surfaced in this latest EXE, but those are the ones I spotted after the quick test I ran.

Best,

Ariel

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AlumiuN
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PostPosted: Wed Nov 08, 2017 3:17 pm
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Arielus wrote:
I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.


Hmm, odd, my testing suggested it was working fine. Can you send me a map where it still happens for testing?

Arielus wrote:
In addition, now the ammo rounds (whether used or unused) do not increase my ammo count; you can pick them up as long as your count is not zero, but the count remains unaltered. When I am down to zero rounds (meaning that I can only use the knife), I won't even be able to pick any up. Same problem with the health items - I walk right over them without picking them up.


OH, I forgot that I also added the feature to allow the mapper to specify the maximum amounts of health or ammo that each item can give you, but I forgot to set up defaults, so they'll always default to 0. Razz I'll go fix that now.
AlumiuN
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PostPosted: Wed Nov 08, 2017 3:30 pm
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I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.
Arielus
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PostPosted: Wed Nov 08, 2017 5:21 pm
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AlumiuN wrote:
Arielus wrote:
I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.


Hmm, odd, my testing suggested it was working fine. Can you send me a map where it still happens for testing?

Please let me test this again before I provide a definite answer. I do believe I've seen no changes on my end, but let me give it another try just in case.

AlumiuN wrote:
I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.

The new settings in the text file do seem to have fixed the issue. However, I am not sure the following ammo settings are working entirely correct.

See, I have these settings in a test text file:

fullclip = 5
fullclipmax = 100

I interpret this to mean that every full clip will give me 5 rounds of ammo, and that I cannot exceed from 100 rounds of ammo in my own stock.

I am at 30 something and I cannot pick any more ammo.

Thoughts?

Thanks,

Ariel

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AlumiuN
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PostPosted: Wed Nov 08, 2017 5:44 pm
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Arielus wrote:
AlumiuN wrote:
I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.

The new settings in the text file do seem to have fixed the issue. However, I am not sure the following ammo settings are working entirely correct.

See, I have these settings in a test text file:

fullclip = 5
fullclipmax = 100

I interpret this to mean that every full clip will give me 5 rounds of ammo, and that I cannot exceed from 100 rounds of ammo in my own stock.

I am at 30 something and I cannot pick any more ammo.


That is indeed what that should mean (although it more specifically means that you can't exceed 100 ammo from picking up full clips, if another item has a higher maximum you will be able to exceed it with that). I'll look into it.

EDIT: I've uploaded a patch that should hopefully fix the problem.
Arielus
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PostPosted: Wed Nov 08, 2017 6:44 pm
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Looks like the latest patch does seem to have fixed the problem (the ammo-related one).

I still owe you an answer on the enemy proximity detection through wall corners problem. I will try and re-test this one out tomorrow and get back on it.

Might also be a good idea to let anybody that has submitted levels to revisit their maps in light of all of these recent changes, no?

Best,

Ariel

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Arielus
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PostPosted: Sat Nov 11, 2017 6:46 am
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Arielus wrote:
I still owe you an answer on the enemy proximity detection through wall corners problem. I will try and re-test this one out tomorrow and get back on it.

Based on the tests that I have been able to run, this does appear to have been fixed as well. If I have the glitch reproduce again I will post about it, but in principle it does look to have been corrected.

Best,

Ariel

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Arielus
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PostPosted: Fri Nov 24, 2017 7:13 pm
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AlumiuN, I don't know if the following has been specified, but it just occurred to me that if it hasn't, then it might be worth clarifying so that people know:

Is there a limit of maps you are considering per participant? In other words, what's the total of maps that participants are allowed to submit for this one package?

Thank you,

Ariel

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AlumiuN
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PostPosted: Fri Nov 24, 2017 8:13 pm
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I haven't explicitly stated it, but in general there's probably a limit of two unless we end up a lot of maps in a particular set, in which case I might extend that.
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