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Posted (edited)

EDIT :: Ugh, accidentally posted this one again through a cache-glitch.

 

DCME-WallTilesGlitch.rar

Step 1: Open baseconvert.lvl
Step 2: Load the baseconvert.lvl.wtl wall tiles
Step 3: Examine the wall tiles for glitching or problems (anything that doesn't look right)
Step 4: Close baseconvert.lvl
Step 5: Open _server115.lvl
Step 6: Load the baseconvert.lvl.wtl wall tiles
Step 7: Examine the wall tiles for glitching or problems (anything that doesn't look right)

By Step 7, you should notice a strange glitch with the 6th and 7th wall tiles, where the center and center-bottom tile switches places when you load it up in _server115.lvl. It looks fine in baseconvert.lvl, but when you bring it to _server115.lvl, it's a whole new issue.

 

Why can I only move LVZ graphics at a 1:2 zoom ratio?

 

When I select an LVZ graphic (and this should be a feature by the way), I want to know that it is selected by having a user-specifiable 2px to 3px colored border around the image boundaries. Then if I have multiple LVZ graphics laying on top/below each other (as you see in the screenshot), I want to be able to click in the same spot (at half the rate of an average double click) and cycle through selecting each of the LVZ graphic objects (until I've selected all of them it would start the cycle from top to bottom over).

http://www.hlrse.net/errors/dcme-lvzgraphic.gif

 

Second, why is DCME rendering PNGs and LVZ incorrectly? Notice the fading-out safety graphic. There is one thing I must mention, all the LVZs in this LVZ file I loaded have a black background and no actual transparent parts in the PNG images. So why is DCME rendering that fade-out graphic with transparency (and to mention that it has additive rendering on it, which is absolutely incorrect and not supported by Continuum)? DCME should render it by color, where by default #000000 or 0 0 0 is transparency (should be user specifiable, although this is useless; not sure if someone might have a use for this), strictly.

 

Now see that Dragonball Z character in the orange (his name is Goku)? The first problem of that which comes to mind is that it is incorrectly rendered by layer. It should be behind tiles (and everything) except in front of the background (stars, planets, etc). The second thought is that the black (previous paragraph problem) is not transparent. blum.gif

 

By the way, you might want to fix this for the sake of decency blum.gif :

http://www.hlrse.net/errors/dcme-TileSwoopInShip.gif

DCME_WallTilesGlitch.rar

Edited by L.C.

BlueT Network Administrator

SSCV Network Administrator

Jackpot SVS System Operator

http://www.hlrse.net/Qwerty/randomsubsbar.jpg

http://www.hlrse.net/Qwerty/BlueToastWebhosting.gif

Posted

gah...

EVERY issue related to LVZ is known... we just didn't have time to work on the lvz tool much yet... it's just... slightly functionnal. Not more. And full of bugs blum.gif

 

And the fading thing, that only happens with images on layers under tiles... With the current display system, we HAD NO CHOICE but to do it that way, it was the simplest way to see the image, while still seeing the tiles over it...

Eventually, we'll need to rethink the whole display thing over to allow easier layering... which it wasn't designed for in the first place.

 

The collision bug is also known... It happens when you collide with a tile diagonnally

 

The walltiles thing is weird... I never even looked how Drake made it save and load walltiles files actually... so I don't know...

  • 3 weeks later...

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