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  #1  
Old 06-29-2009, 09:26 PM
DustyPorViva DustyPorViva is offline
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addtiledef2 on gmap nearby levels

On gmaps, if a nearby level has an addtiledef2, it doesn't load until you actually enter a level, despite the level being visible. This leads to some really annoying and distracting graphical glitches.
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  #2  
Old 09-09-2009, 03:47 PM
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Fix this please, this causes graphical bugs everywhere and is terrible for presentation.
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Old 09-09-2009, 03:49 PM
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Yes, fix this.
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  #4  
Old 09-09-2009, 03:52 PM
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Yes, fix please.
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  #5  
Old 09-09-2009, 04:43 PM
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Yes, fix this please.
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  #6  
Old 09-09-2009, 05:24 PM
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yes, fix this please.
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  #7  
Old 09-09-2009, 05:33 PM
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maybe do addtiledef2 in the surrounding levels , but fix it if that's a bad idea =P
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  #8  
Old 09-09-2009, 07:28 PM
Tigairius Tigairius is offline
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Yes
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  #9  
Old 09-09-2009, 11:11 PM
WanDaMan WanDaMan is offline
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Paste the script in to the other levels?
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  #10  
Old 09-09-2009, 11:55 PM
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Quote:
Originally Posted by WanDaMan View Post
Paste the script in to the other levels?
Wouldn't it be easier to use a weapon NPC?

PHP Code:
//#CLIENTSIDE
function onCreated()
{
  
showstats(1024);
  
removetiledefs();
  
addtiledef("pics1.png","myworld_a-1.nw"1,0);
  
addtiledef("pics1.png","myworld_a-2.nw"1,0);
  
  
addtiledef2("picso2.png","myworld_a-1.nw"1,0);
  
addtiledef2("picso2.png","myworld_a-2.nw"1,0);

Obviously this script wouldn't work but it shows the principle.
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  #11  
Old 09-11-2009, 12:06 AM
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Quote:
Originally Posted by WanDaMan View Post
Paste the script in to the other levels?
I think it'd be frustrating to have to edit no more than 9 levels every time you use addtiledef2.
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  #12  
Old 09-11-2009, 12:21 AM
DustyPorViva DustyPorViva is offline
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You can't just slap the script in nearby levels. I've already tested it(Once Graal defines a tile definition, it is saved. So you really only need to addtiledef once and then you can delete the NPC and never use it again. Because of this, the script being in nearby levels is not actually going to change a thing). The only way to get this to work is to apply the tiledefinition to nearby levels, but this is not always possible. For example, I have an addtiledef2 that changes the image of signs, but I do not want that to apply to nearby levels, hence I can not go about that method.

This bug needs to be fixed.
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  #13  
Old 09-11-2009, 01:09 PM
Admins Admins is offline
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Well it's the way it works, it's only using the tile definitions of the map part where you are currently standing. The best is normally to use one single tile definition set for the whole gmap, or is there not enough space?
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  #14  
Old 09-11-2009, 01:10 PM
Rufus Rufus is offline
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Quote:
Originally Posted by Stefan View Post
Well it's the way it works, it's only using the tile definitions of the map part where you are currently standing. The best is normally to use one single tile definition set for the whole gmap, or is there not enough space?
Yeah, there isn't enough space.
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  #15  
Old 09-11-2009, 05:49 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
Well it's the way it works, it's only using the tile definitions of the map part where you are currently standing. The best is normally to use one single tile definition set for the whole gmap, or is there not enough space?
There are quite a few reasons. Space is probably the biggest problem, however. But sometimes a custom tile does not justify taking the space from more important tiles. Sometimes I want to customize the terrain a bit without having to retile the whole level(right now I'm using it on the gmap so I can put houses/signs/bushes on top of dirt without adding a whole group of new tiles to the tileset).
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