Created 11 years ago2008-12-29 22:45:57 UTC by Captain Terror
I found some errors were related to a shape that, while not invalid in its original form, rotated (90 degrees) copies of it were actually invalid. Is there a way I can fix that?Yes, this is actually an old error, caused by using CTRL+M or sometimes also SHIFT-rotating a very complex object.
World Crafter's room: I think the doors before the "mirror closet" closed on me (with me outside), and I couldn't open them again. Has that changed since the previous release? I don't remember that happening.Same happened to me when I ran through in the latest version. Probably my fault from the beginning, I don't even remember.
Good job, guys.On behalf of all the rooms' authors and contributors, i thank you very kindly.
I got there without noclippingah yes! you can sneak around the edge =) I'll noclip it for next build =)
Sometimes, the changelevel/teleport doesn't work and I find myself stuck in my room unable to go back to the menu map.Yup. i have no explanation for this. during playtesting, like 1 in 12 times that, or another changelever would bugger. Wish i had a better answer as to why.. =(
Bonus map: If I try to enter a second time, it's not reset and the train/elevator/whatever is at the end of its path, leaving me stuck in it.It was never intended to be reentered, which is stupid on my part, since it would one would logically assume there might be audio commentary for the bonus map as well... Thank you, this will be addressed in the next build!
In Jeff's first room, the toilet and sink emit light. Is this an error or just Jeff's idea?This is what happens when people use textures as lights that others use as porcelain.
a new copy of it has to be spawned behind the scenes.Wait. So how did you managed that? As far as i know, you can probably only do this with Spirit.
i'm assuming that the world prop using phlt copy will is treated as a model somewhat?Somewhat, their still brushes, but brush entitites receive a *model keyvalue, so that the engine can identify them. Or something.
Isn't it easier to just tie the brushes to func_wall?You did'nt get the point.