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Posted

Ok... just tested a few very weird stuff...

 

1-Walled wormhole... you get sucked on it, but cant get warped

 

 

2-OMFG LOL... dug a hole in that space station with flyunder tiles... GG

 

 

 

3-OMFGAJGAD... you gotta see this... fly under tiles over a wormhole... I cant get warped by it, but it still attracts me

and... bombs get attracted like 1314534 times more by it (or maybe because they get much closer to the center, since they dont get sucked it..) and they turn around the wormhole, gaining speed, until they fly away reaaaal fast... wow that\\\'s cool... and the same thing happens to my ship if i go through it too fast

 

 

4- I also tried saving 2 different tiles at the same x/y... does nothing, the last one (from left to right, up to down) is put at that X/Y. Nothing special there :D

 

 

 

So an \\\'advanced\\\' pencil that only sets 1 tile ID at a time might be considered... the problem I see is when loading maps back... how to know when to auto-complete special tiles, and when not to...

 

OH... I KNOW.. we just need another custom eLVL chunk... like DCOS (DCme Overlapping Specials) , when read, will cause the map to not complete automatically special tiles... and you\\\'d need to specify it somehow in the eLVL attributes that this map has overlapping specials.

Edit: forget about that... Just thought of a much simpler way to do it, that wouldnt even change from normal behaviour... Just got to complete special tiles as soon as they are loaded, so any tiles loaded after will overwrite these negative tile id's

 

Or in a Advanced tab of options:

Enable Advanced Pencil (Special tiles might not appear correctly with this on)

 

and maybe at save time, scan map for tiles over special tiles (if advanced pencil is on), if some are found, the DCOS chunk will be saved. So next time map is loaded, tiles should be loaded as they were

 

 

 

Just thought of something... If I had used all-black fly-under tiles to lay over the wormhole, we would probably see the wormhole animate correctly... but we could go in it... cool eh?

Same thing for space station...

Posted
omg this is so cool :D:D.

But the first point you specified with the wall around a wormhole has been used many times at the outside of a wormhole..

I like this.. MAKEMAKEMAKE :D blum.gif

 

Indeed... but it is possible to tile INSIDE of a wormhole ô.o... The flyunder tiles are a bit more impressive though... the wormhole still has gravity but cannot warp anything.

I guess you could even lay doors on it... .... I wonder what would happen when they're open... will it still avoid warping... hmmm

 

Edit: Exactly... when doors open, you see the wormhole but can go in it without being warped... if doors close on you, you get doorwarped

 

Some cool shots with transparent flyunder tiles and black fly over tiles...

 

FlyUnder on station

[

 

FlyUnder on wormhole. Notice the bullets disappears on contact of tile 220, but the ship does not get warped. That explains the existence of 'extra tile' # 241 (Ships can go through it, but items disappear on contact) And all other tiles of a wormhole would normally have properties of tile 242 (Thors disappear on contact, Ship gets warped on contact)

 

 

FlyOver on wormhole

 

 

Close wormhole surfing

 

Posted

Here's a 'hacked' DCME that will allow you to do these things... Use pencil to avoid special objects being completed, and it saves/load map correctly for these kind of things... I recommend using 'show tile numbers' to understand what you're doing

And I also attached the map that I showed you above (Weird.lvl), if you have a server to put it up and test it, have fun

 

And OOOH hahaha take a look at wormhole.lvl ... it's an UBER-non-warping wormhole... try it in-game, it throws you all the way to the edge of the map if gravity settings are high enough. If they're not, you get stuck in the middle of the wormholes

Posted

Hmm weird. Different fly under tiles seem to do differen't things? I can't get the same wormhole as if using Tile#176, although using tiles with the same properties.

The wormhole that sucks me in and jerks my ship within a small radius nonstop doesn't look the greatest when shooting out of it. ;o Would be cool if we could find out how to mask that #220 corner tile.

 

EDIT :: 190 has the same properties as 176, but 190 makes the wormhole behave differently. 176 basically just swings you right around the center of the wormhole, while 190 sucks and confines you to the wormholes center. When you are confined of course, like the other tiles have done, it's kind of "jittery." Shoot some bullets and it's almost like if you shoot all over the place.

 

For wormhole.lvl, I noticed that altogether the gravity field is MUCH more powerful, almost is if it were multiplied or something.

wormtest.lvl

Posted
Can someone compile a list of the different reactions with tiles & objects ? Could be handy for map makers. (Like put 20 space stations in a row, and use different tiles each time (i think solid tiles will be the same)
Posted
Would be cool if we could find out how to mask that #220 corner tile.
Not possible :(

But you could lay weapon-absorbing tiles over the wormhole so the wormhole would suck in weapons but will not warp you

 

EDIT :: 190 has the same properties as 176' date=' but 190 makes the wormhole behave differently. 176 basically just swings you right around the center of the wormhole, while 190 sucks and confines you to the wormholes center. When you are confined of course, like the other tiles have done, it's kind of "jittery." Shoot some bullets and it's [i']almost[/i] like if you shoot all over the place.
You sure you had the exact same settings for both tests?

 

 

For wormhole.lvl' date=' I noticed that altogether the gravity field is [b']MUCH[/b] more powerful, almost is if it were multiplied or something.
Yep.. 9 wormholes, 9 times more gravity, that's multiplied blum.gif

 

Can someone compile a list of the different reactions with tiles & objects ? Could be handy for map makers. (Like put 20 space stations in a row' date=' and use different tiles each time (i think solid tiles will be the same)[/quote']Basically, you can replace the special-object tile property and replace it by the properties of the tile you lay over. Hovever, if what LC said about tiles 176 / 190 is true, that might not be exact...
Posted
You sure you had the exact same settings for both tests?
Yes (SVS), and I did compare Tile#176 to #190. I just verified that I was using a tile in the same row in the tileset with the same properties but different ID. :( 176 IS different than 190. I did test wormtest.lvl, and I don't ever recall finding any of those wormholes as a wormhole that "swings me around the center," but either they confined me to the center in a small jitter, or I was confined outside the wormhole (because of solid tiles in the wormhole).

 

I don't recall being swung around in wormtest.lvl.

Posted

I realy start to wonder how this is coded in continuum...

Wormhole->flyunder tile does 1 thing, Wormhole->flyunder tile with a diffrent tileID does a complete diffrent thing :S

Things are getting complicated!

Posted

I found a strange behavior.

 

spawn.cfg & server.cfg are the same settings - the default SVS settings. Spawn.cfg is the settings used for Weird.lvl, spiral.lvl, and public arena (spiral.lvl). Arenas 'Weird' and 'spiral' will use spawn.cfg, while public arena (spiral.lvl) will use server.cfg. I enter arena 'Weird' and fly into the east wormhole, the one that confines you to its center. I then enter arena 'spiral,' which uses the same wormhole I was confined in 'Weird.' I copied and pasted the wormhole and the manipulated tiles from Weird.lvl to spiral.lvl (so arena 'spiral' and public arena will have the same wormholes). I fly into the wormhole that is the same as the one in 'Weird,' but instead of confining me, it swings me around the center of the wormhole. I go to the public arena, and the wormhole swings me around.

 

Weird.lvl confines and does NOT swing around; spiral.lvl does NOT confine and swings around; both maps use the same exact settings, one of the maps which has both spawn.cfg and server.cfg !@#$%^&*ociated with (depending whether you do ?go mapname or just ?go).

 

 

This is fghwds.

Posted
are you absolutely sure it's the same settings. (try renaming one .old and make a copy from the other one with the first name)

 

... only 1 person knows how it's handled :/. You all know who :/

Yup, same byte-filesize. Chances of being that it has 1 or 2 digits in it altered are extremely low.

 

?go spiral, loads spiral.lvl - This is a subarena! Users spawn.cfg.

?go, loads spiral.lvl - This is a Public arena! Uses server.cfg.

?go Weird, loads Weird.lvl - This is a subarena! Uses spawn.cfg.

 

Want to try it out yourself? http://www.jackpotsvs.com/files/ServerKit-Full.exe

-Install that, and use the provided map here. Be sure that in server.ini you change _bzw.lvl to spiral.lvl.

-Spawn.cfg is the settings files used for subarenas if an arena a user loads does not have any settings made for it yet. Any arena you load that is not a Public arena, spawn.cfg will be loaded unless there is a file .cfg (without <>) in the /Server/ folder.

 

 

Test #2 (Just Performed to Confirm):

-I rename spawn.cfg to spawn.cfg.bak.

 

-I make 3 copies of server.cfg and name them: spawn.cfg, spiral.cfg, Weird.cfg.

 

-Spawn.cfg will not be used, but spiral.cfg and Weird.cfg will be because upon joining these arenas it will load these settings. But for the sake of it, we'll have a perfect copy of server.cfg as spawn.cfg.

 

-There are three wormholes in spiral.cfg: North, West, and South regions of the map. Let's go to the West wormhole and feed it with Tile#175.

Results: Public arena swings around, Spiral arena swings around, Weird confines in center.

 

-Now we take the West wormhole again and feed it with Tile#176 this time.

Results: Public arena swings around, Spiral arena swings around, Weird swings arounds.

 

 

I've always known that Tile#176 would swing around, yes. But according to Weird.lvl, Tile#175 confines to center. According to Spiral.lvl and Spiral.lvl (Public Arena), it swings around. All three arenas are using the same settings. Interesting, eh?

spiral.lvl

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