[BUG] [EXP EDITOR] trigger areas show incorrectly

Started by mobius, September 05, 2016, 01:00:35 PM

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mobius

noticed a glitch with the exp editor; the trigger areas only seem to correspond to the current selected graphic style verses what's actually on the screen. The objects still seem to work fine (even though their trigger areas aren't showing up correctly in the editor)

another oddity, not a glitch but worth mentioning I guess; when you change the style if there are entrances on the level they open up. [this doesn't seem to effect gameplay]

Another non glitch note: I thought I remember seeing that the pillar needle trap's trigger area had been fixed. That is; the trigger area was changed to cover the full size of the trap instead of the useless little square it used to be. In a level I just made in the exp editor, it's only the small square.

everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


namida

Quotenoticed a glitch with the exp editor; the trigger areas only seem to correspond to the current selected graphic style verses what's actually on the screen. The objects still seem to work fine (even though their trigger areas aren't showing up correctly in the editor)

I expected that issues like this would occur. I'll look into it. I need to redo the trigger area handling code anyway (to support rotating objects) so it's good timing for this to be found. :)

Quoteanother oddity, not a glitch but worth mentioning I guess; when you change the style if there are entrances on the level they open up. [this doesn't seem to effect gameplay]

Technically this is a bug, but it's so minor that I'm probably not going to bother trying to fix it. If I happen to notice the cause while working on other stuff I'll sort it out, but I'm not going to go out of my way for this one unless more serious symptoms of it are found.

QuoteAnother non glitch note: I thought I remember seeing that the pillar needle trap's trigger area had been fixed. That is; the trigger area was changed to cover the full size of the trap instead of the useless little square it used to be. In a level I just made in the exp editor, it's only the small square.

I vaguely recall this being discussed, but I don't think any changes were ever made.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

mobius

Quote from: namida on September 05, 2016, 01:05:49 PM

Quoteanother oddity, not a glitch but worth mentioning I guess; when you change the style if there are entrances on the level they open up. [this doesn't seem to effect gameplay]

Technically this is a bug, but it's so minor that I'm probably not going to bother trying to fix it. If I happen to notice the cause while working on other stuff I'll sort it out, but I'm not going to go out of my way for this one unless more serious symptoms of it are found.

I actually kind of like it this way; it's easier to see how the entrance will look like in the editor rather than when it's closed.

Quote from: namida on September 05, 2016, 01:05:49 PM
QuoteAnother non glitch note: I thought I remember seeing that the pillar needle trap's trigger area had been fixed. That is; the trigger area was changed to cover the full size of the trap instead of the useless little square it used to be. In a level I just made in the exp editor, it's only the small square.

I vaguely recall this being discussed, but I don't think any changes were ever made.

I guess I'm imagining things but I could've sworn I saw this trap was different, but I could be thinking of another trap. I highly suggest making this change; it will make this trap MUCH more useful and much easier to implement.
I also thought that the fire blower traps in the fire set's trigger areas where altered so they covered more area? If so it appears the snow's ice blower thing is still not real great; if you set it at a wall where it looks nice lemmings can climb/fall through [the area where the mechanism part is]. I suggest fixing this in the future.

noticed another issue that might be a whole other issue entirely; I don't remember what the whole consensus is currently on the lemming's trigger area in regard to traps and things but it seems that while climbing up a wall where the needle trap is; even if the lemming is climbing directly through the trigger area [the trigger area is touching the wall] it won't trigger. The area must be set into the wall slightly for it to work] this is the way it always was wasn't it?
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


namida

Quotethis is the way it always was wasn't it?

Yes. The climber is considered to be 1 pixel "inside" the wall; just like how walkers are considered to be 1 pixel "inside" the floor (and thus a trigger area that only touches, but doesn't overlap, the terrain, will not affect a lemming).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)