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#xxl

adrientd
I don't know
adrientd
Let's say if you change a variable manually in the LVL's object list, why not also change manually in the sector's object list
adrientd
I don't think the editor properly checks for consistency between LVL's and STR's info byte
adrientd
which wasn't really a problem if you only modify existing classes and don't add new ones
pegperegogaucho
oh i got it working now!
pegperegogaucho
it WAS the fucking info byte :WeirdChamp:
adrientd
I wonder if it's possible that there are moments when the editor looks at the level's info byte and other moments at the sector's info byte
adrientd
which could lead to problems if they are not equal
adrientd
as they have to be the same value
pegperegogaucho
does the editor do anything with the info byte in the first place?
adrientd
yes, especially to encode/decode object pointers correctly
adrientd
Because different classes will distribute IDs to objects differently
adrientd
Geometries for example, the first geometry in STR1 will have same ID as first geometry in STR2..., so sector geometries share same memory locations when loaded
adrientd
but for others, like CSector if I'm not wrong, first CSector in STR1 will be 1 but CSector in STR2 will be 2..., so different memory locations
adrientd
which means all objects from all sectors are allocated in memory even when only one sector is working at a time
pegperegogaucho
:expandingbrain:
pegperegogaucho
Day/Night Cycle? What about a Night/Hell Cycle? :PauseChamp:
Download Hell.mp4:



adrientd
Kind of clever :LUL:
adrientd
Creating a sky cinematic bloc and send an event to it
pegperegogaucho
the only downside i noticed, is if you get potion, it will override the sky to green and will change back to the normal sky when it runs out :WeirdChamp: