Profile for Nicholas Bellerophon
Field | Value |
---|---|
Displayed name | Nicholas Bellerophon |
Member number | 7275 |
Title | Apprentice |
Postcount | 1 |
Homepage | |
Registered | Monday, July 3 2006 07:00 |
Recent posts
Author | Recent posts |
---|---|
BoA BUGS v6.0 in Blades of Avernum Editor | |
Apprentice
Member # 7275
|
written Monday, July 3 2006 11:59
Profile
I have found an issue: When importing any of the wallset terrains into a later spot, the walls no longer draw correctly on the automap in the game under certain circumstances. For example: I imported the four doors from the first wallset into spots 404, 405, 406 & 407 in order to remove their default scripts. However, they no longer draw on the automap when the party is viewing them from beyond their blocked side. In terms of the logic of the automap coding, you can see why this might be the case, but nevertheless it should be noted and (perhaps?) dealt with. EDIT: I have just found a way around the problem cited in the example. To delete a terrain script from a terrain space which has one by default, just use the "Delete Object" tool. However, the issue remains. It may no longer be relevent, though. [ Monday, July 03, 2006 14:07: Message edited by: Nicholas Bellerophon ] Posts: 1 | Registered: Monday, July 3 2006 07:00 |
BoA BUGS v6.0 in Blades of Avernum | |
Apprentice
Member # 7275
|
written Monday, July 3 2006 11:59
Profile
I have found an issue: When importing any of the wallset terrains into a later spot, the walls no longer draw correctly on the automap in the game under certain circumstances. For example: I imported the four doors from the first wallset into spots 404, 405, 406 & 407 in order to remove their default scripts. However, they no longer draw on the automap when the party is viewing them from beyond their blocked side. In terms of the logic of the automap coding, you can see why this might be the case, but nevertheless it should be noted and (perhaps?) dealt with. EDIT: I have just found a way around the problem cited in the example. To delete a terrain script from a terrain space which has one by default, just use the "Delete Object" tool. However, the issue remains. It may no longer be relevent, though. [ Monday, July 03, 2006 14:07: Message edited by: Nicholas Bellerophon ] Posts: 1 | Registered: Monday, July 3 2006 07:00 |