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Posted

Wobit has PMed me with a bug:

 

When you use bricks near tiles 243 till 251 (invisible to screen/radar/solid block) it causes some problems, parts of the bricks wont show (black) at certain positions around it and also when you use them in that black area, where it doesnt show, bricks seem to dissapear at all. Is this a known issue? The stats box in Chaos Zone uses these tiles for example (to prevent people warping into it).

 

I don't have vb6 installed and I'm pretty sure I have a very outdated version, so I'm hoping Samapico can fix this ;)

Posted

Interesting... attach it :p

 

I should be able to 'diff' with my code, and add the changes from whatever version you have (3.4.12 if I look at the topic I posted) to 3.4.15, without using all the messed up things in my current code ;)

Posted
this sounds like the 'bricks get holes when put over greens' thing >_>

SSC Distension Owner
SSCU Trench Wars Developer


3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of Cheese
Dr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.
3:KrynetiX> do you ever open your web browser and type ?go google
5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.

Posted

Here's a screenshot, I put the tiles in the blue box, the north and west area seem to work fine but at the east and south you see the black square area, here the bricks wont show + dissapear when dropped inside.

 

http://img714.imageshack.us/img714/3618/tiletest.png

Posted

Since these tile numbers aren't officially supported, there is the possibility that this is not a DCME problem, but a client and/or server problem. Examining the hex values of the map file at those locations should answer that question (probably -- there is a smaller chance that there is something else wrong with the map file that causes this behavior).

 

--hallu

Posted (edited)
I just tested all other tiles and noticed it's not just tile 243-251. Starting from tile 191 there are only 3 who don't share the same problem. Only tile 191, tile 192 (+ all of those type EDIT:not always) and the wormhole works correctly with the bricks. Edited by Wobit
Posted

This has nothing to do with the editor. The behavior of anti-brick tiles is strictly client-side, and they are not officially documented anywhere, so their intended purpose is not known. They are known to have a weird "radius" of action.

 

You'll also get a headache if you try to figure out how the anti-thor tile works ;)

If you stay too long on it, you get warped. How long is "too long"? Sometimes it's instant, sometimes it's 3 seconds

Posted

of course it has nothing to do with dcme

as i said

SSC Distension Owner
SSCU Trench Wars Developer


3:JabJabJab> sometimes i feel like when im in this mood im like a productive form of Cheese
Dr Brain> Pretty much everything you said was wrong. Except where you called me a lazy jerk with no time. That was true.
3:KrynetiX> do you ever open your web browser and type ?go google
5:Ceiu> Wow. My colon decided that was a good time to evacuate itself.

Posted (edited)

The placing of the actual brick is done by the server, the client merely sends "I want a brick at 340,740".

If no brick appears at all and the brick count is not decreased, the client is rejecting it because you are standing on some tile.

If the brick only partially appears, it is usually rejected by the server. But the client may ignore invalid brick locations.

 

It looks like subgame is handling those special tiles like wormholes.

I just tried it with tile 243 on ASSS and there is no issue.

 

 

If the arena is not turf, you could try tile 170 instead.

Edited by JoWie

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