Ewan Posted November 18, 2004 Report Posted November 18, 2004 [Note: scroll way way down for downloads] Firstly, I must say this was all Overburn's work, no credit to me I am simply copying and pasting what he posted in the TW forums a few months ago. Everything between the underscores is written by Overburn. I am sure many of you will find this is a pretty important and potentially revolutionary find: __________________________ ...I discovered more usless but cool crap for my map editor (which died a month ago, but Im bringing it back). well, this time I discoved "extra" tiles in continuum, most of them are usless but a few are cool. yea, I'll just describe them now... (Note: when I say "Items", I mean decoys, bullets, bombs, shrap, burst, and power balls, but not thors) Tile: Description191: Invisible on screen, Visible on radar, Ships can go through them, Items bounce off it, Thors go through it. (if you "launch" an item while in it, the item will float suspended in space)192-215: Invisible on screen, Visible on radar, Solid block (like any other tile)216: a small asteroid, eveyone already knows about this...217: a medium asteroid, everyone alreay knows about this...218: another small asteroid, just the same as the other one, accept the gfx's are alittle diffrent219: a spacestation, everyone knows about this...220: a wormhole, everyone knows about this...221-240: Invisible on screen, Visible on radar, Solid block (like any other tile)241: Invisible on screen, Visible on radar, Ship can go through it but Items dissapear when they touch it.242: Invisible on screen, Invisible on radar, Warps your ship on contact, items bounce off it, Thors dissapear on contact (!)243-251: Invisible on screen, Invisible on radar, Solid block (like any other tile)252: Visible on screen (Animated NME door), Invisible on radar, Items go through it, your ship gets warped after a random amount of time (0-2 seconds) while floating on it.253: Visible on screen (Animated Team door), Invisible on radar, Items go through it, so does your ship.254: Invisible on screen, Invisible on radar, Items go through it, So does your ship. idk what its used for, but it seems you cant door while on/near it.255: Visible On screen (Animated Green Prize), Invisible on radar, Items go through it, So does your Ship. This is a green, but it doesent show up on radar, and no matter how many times you fly over it, you will never pick it up, ever. as you can see, most of these tiles have great usability, I especially like tile 242 becasue you can make a flagging base that thors will not be able to get in. I have the map Here if you want to test it out yourself, but you cant open it up in ssme becasue of a "Tile ID out of range" error. __________________________ I must say some of these tiles are potentially extremely useful. The only current problem is the lack of editor support for them, but Overburn made a tile replacer tool which means you can make a map and then change all tiles of a certain TileID to another TileID but once that's done, it is unopenable in SSME. He also discovered it's possible to place tiles on top of one another. I experimented with this (using hex editting) and you can make a Wormhole completly covered in Tile 254 which is invisible on screen and on radar, and upon sucking you in, doesn't warp you, just flings you out. I would link you to his TileReplacer tool but it's a dead link. I'll pm him and edit this when I've got a new link to it.
Overburn Posted November 18, 2004 Report Posted November 18, 2004 I dont have a map off hand but you can use my !@#$%^&*-tastic-crap-map-editor and make one yourself. (btw, the "extra" tiles will make ssme explode and die on you) you can find my !@#$%^&*-tastic-crap-map-editor on my joke of a website >Here<
Paine Posted November 18, 2004 Report Posted November 18, 2004 Wow that is AMAZING, how the -*BAD WORD*- did he find that !@#$%^&* out? [starst spreading word] ...shoulda guessed with the 255 thing though o_O
ExplodyThingy Posted November 18, 2004 Report Posted November 18, 2004 Unlikely these are for real applicable use yet. The game probable uses those for some sort of internal states, OR, more likely, not fully supported yet. !@#$%^&*umably, these are part of the generic changelog entry "!@#$%^&*S Features" of yesteryear. Or, because the standard for gameplay is a prerelease, then the support of these may be sketchy. How does SS or older versions of ctm react to it? Are there certain values that cannot be used at all? Or are untested? So on and so forth.
Ice-demon Posted November 18, 2004 Report Posted November 18, 2004 works like a charm on all my maps, there are no errors besides ssme not loading it.
Yupa Posted November 18, 2004 Report Posted November 18, 2004 Someone have:http://mechanized.us/dev/ExtraTiler.ziporhttp://mechanized.us/dev/c.lvlfrom Overburn's TW thread?
Kilo Posted November 19, 2004 Report Posted November 19, 2004 (edited) Here is a more in-depth report on some of the neater tiles tested in Hyperspace today. More will be added if more things are found. --ad edit:added one thing I missedspecialtiles.txt Edited November 19, 2004 by Kilo
»D1st0rt Posted November 19, 2004 Report Posted November 19, 2004 these are like the actual tiles behind a wormhole, greens, etc If I understand correctly
Kilo Posted November 19, 2004 Report Posted November 19, 2004 Yes. The wormhole one for sure. But you get the special functionality if you overlap the wormhole with another tile. I'm sure there's something else in Continuum that enables real greens to give you prizes that is not activated by just specifying tile 255 on the map. Probably bricks too, I'm fairly certain there's another Continuum aspect that controls what bricks you may move through, that again is not controllable by just specifying bricks on the initial map. By "fairly certain" or "sure," I mean I have no fackin' clue, but it's just an educated guess.
»Maverick Posted November 19, 2004 Report Posted November 19, 2004 Unlikely these are for real applicable use yet. The game probable uses those for some sort of internal states, <{POST_SNAPBACK}> Yup I think so too, especially the enemy and teammate's brick. They are probably used for internal use, not to put on maps
Paine Posted November 19, 2004 Report Posted November 19, 2004 I fail to see why those soild tiles invisible both on radar and map are needed in cont, also the same goes for the tiles absorbing weapons or thors.
Dr Brain Posted November 19, 2004 Report Posted November 19, 2004 They are probably a "future feature" that priitk never finished. By testing older versions of Cont, we can find how long it has been around. My guess is since 0.38.
Snrrrub Posted November 20, 2004 Report Posted November 20, 2004 These have been present since SubSpace, actually, and aren't really meant for extrernal use. For example, if you put a prize or brick tile, you can't specify its parameters (e.g. prize type) because the data structure !@#$%^&*ociated with it can't be initialized from the map data. -Snrrrub
The Maurauder Posted November 20, 2004 Report Posted November 20, 2004 These "tiles" as you say are probably not meant to be tiles at all, but rather in game object instances. I make this conjeture mostly from the brick ones. The objects you came across can be used as tiles, yes, but I believe that at least modt of them are actual instances that appear in the game on certain occasions. For example, the enemy and team bricks are most likely the actual brick objects. When F4 is pressed in game, an instance of them is temporarily created across the tiles in that area.
Kilo Posted November 20, 2004 Report Posted November 20, 2004 Basically you just confirmed what I hypothesized.
Yupa Posted November 20, 2004 Report Posted November 20, 2004 These "tiles" as you say are probably not meant to be tiles at all, but rather in game object instances. I make this conjeture mostly from the brick ones. The objects you came across can be used as tiles, yes, but I believe that at least modt of them are actual instances that appear in the game on certain occasions.Um...duh?
Smong Posted November 22, 2004 Report Posted November 22, 2004 Either there is huge lag posting messages or everyone is blocking everyone because every post in this thread seems to read the same.
Ewan Posted November 23, 2004 Author Report Posted November 23, 2004 These "tiles" as you say are probably not meant to be tiles at all, but rather in game object instances. I make this conjeture mostly from the brick ones. The objects you came across can be used as tiles, yes, but I believe that at least modt of them are actual instances that appear in the game on certain occasions. For example, the enemy and team bricks are most likely the actual brick objects. When F4 is pressed in game, an instance of them is temporarily created across the tiles in that area.<{POST_SNAPBACK}> The tiles that looks like bricks, do not have the same attributes as dropped bricks do, so that's that idea out the window. I personally think they are actual tiles that no one was ever told about.
Kilo Posted November 23, 2004 Report Posted November 23, 2004 The tiles that looks like bricks, do not have the same attributes as dropped bricks do, so that's that idea out the window. I personally think they are actual tiles that no one was ever told about.<{POST_SNAPBACK}> Don't be silly. Of course they're the tiles real bricks use, but obviously there's something special about real bricks that can't be loaded with map data. Same with prizes, there's something more to do in order to do in order to make them functional.
Unlimited Posted November 23, 2004 Report Posted November 23, 2004 nice nice, i like the tiles that make thors invisible when touch.. very useful
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