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EoD Editor's Version - Static objects error
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Hair Machine
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PostPosted: Mon Dec 07, 2009 11:24 am
   Subject: Re: EoD Editor's Version - Static objects error
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Possibly the projectiles not firing is because your actor list is full up? How many enemies do you have on those levels? Worth a check I guess. You should explot that bug; how great would it be to have a rocket launcher on a level with loads of ammo, to get the player all excited - only, it doesn't work. Haha. Screw with their minds! They don't need their sanity anyway!

That bug with guards changing into other things when they step on a mine is absolutely awesome! It would be cool if the corpses actually turned into static objects. It would make for some cool puzzles to have patrolling officers walking into mines and turning into barrels that block off pathways etc... you know, these strange and surreal bug reports are really making me want to download and play with this oldfangled DOStastic Editors Version thingummy.

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PostPosted: Mon Dec 07, 2009 8:05 pm
   Subject: Re: EoD Editor's Version - Static objects error
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Hair Machine - It's still on AReyeP's site, AFAIK. Haven't visited the site in a while, though. Sad
Reactor
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PostPosted: Thu Dec 10, 2009 5:59 pm
   Subject: Re: EoD Editor's Version - Static objects error
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I checked the Rocket Launcher problem again. This starts on level 4 (there is the first Rocket Launcher in the whole game). So when I grab the rocket launcher, I can't use it at level 4, or level 5. After that, it suddenly fires projectiles! I don't have the slightest clue, what causes this error, but it's really disturbing, and it will NOT disappear after re-compiling the game. I tried.

Clones and Officers turn into something else: Yup, this still happens, and it looks terrible. Just take this situation for example:



A Clone went into an Artefact of Death, and instead of the corpse, I get a part from one of the boss' death animation. I DID modify the graphics of the enemies, including the bosses. Does this triggered this bug?

Remember the error I found when I shot explosive barrels at the first secret level (the Deja Vu 3)? That seems to be back. It doesn't seem to happen at ALL explosive boxes, but it'll eventually happen. This time I get a PM15 error message when it bombs me out. What does the game mean by that? The floors and ceilings are workin' fine, and there is no teleportation in the level. I'll do further testing on Editor's version, so expect me to found truckload of errors!

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PostPosted: Thu Dec 10, 2009 9:52 pm
   Subject: Re: EoD Editor's Version - Static objects error
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Reactor wrote:
it will NOT disappear after re-compiling the game. I tried.

You keep saying re-compiling the game?? You don't have the source,
so it's not re-compiling the game..

You may be updating the maps?? Is that what you mean??

Greg
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PostPosted: Fri Dec 11, 2009 6:24 am
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I'm using WDC, so I'm updating basically everything, except the maps. When I say compiling and re-compiling, it refers to compiling in WDC, at least WDC calls it compiling Smile

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PostPosted: Wed Dec 23, 2009 12:05 pm
   Subject: EoD Editor's Version - Static objects error
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We had the same limitations using Mapedit when making the game way back in 2004. To see how many static objects are in your level, load the level as you progress in it's design, and in debug mode, you must press Tab-? (where ? is a certain letter - damned if I can remember which as it's so long ago) and it will tell you exactly how many static objects there are. Just try all the Tab- combinations and I'm sure you'll find it. I think the limit we had was 500 (or was it 600? - I forget sorry, a lot's happened in 5 years Smile

Like BrotherTank said, I'd dearly love to see EoD ported to an SDL version. MCS would like this too but finding time these days is the trick.

Oh, and there's a Xmas map set of four levels for EoD on the areyep.com site too - just uploaded it today if anyone would like to give it a whirl. Ack contributed two of the levels so a big thanks to him Smile
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