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GoldenEye Setup Editor Feature Requests List/Bugs
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MRKane
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 PostPosted: Wed Apr 07, 2021 7:10 pm    Post subject: Reply with quote Back to top

I've got a probably-not-a-bug:

In Perfect Dark scrubbing the sets and reimporting new sets as an obj clears preset references, which is understandable, except when the preset reference is 2328 where the desired behaviour would be that this isn't cleared.
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SubDrag
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Joined: 16 Aug 2006
Posts: 6013

 PostPosted: Thu Apr 08, 2021 11:41 am    Post subject: Reply with quote Back to top

MRKane wrote:
I've got a probably-not-a-bug:

In Perfect Dark scrubbing the sets and reimporting new sets as an obj clears preset references, which is understandable, except when the preset reference is 2328 where the desired behaviour would be that this isn't cleared.


Can you explain which feature you are using and what you are trying to do?

Import Path Sets from .obj (Lines)
or
Import Presets from .obj (Vertices)

Both should be appending, not clearing out existing?
 
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SubDrag
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 PostPosted: Thu Apr 08, 2021 12:17 pm    Post subject: Reply with quote Back to top

Uufje wrote:
It uses height to determine the type. If it's a short vertical tile, it makes it a floor. If it's a tall vertical tile, it makes it a wall. I usually use Maya to edit my tiles, since it's a bit bothersome to convert every tile in the editor (and converting the entire room makes even the ceilings a tile, which is not what I want).

Maybe add two more checks in the code you posted below: one for "Wall" and one for "Floor"? That would help me out a lot!


OK I added "ForceFloor" and "ForceWall".
 
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Uufje
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Joined: 26 Feb 2007
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 PostPosted: Thu Apr 08, 2021 1:35 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Uufje wrote:
It uses height to determine the type. If it's a short vertical tile, it makes it a floor. If it's a tall vertical tile, it makes it a wall. I usually use Maya to edit my tiles, since it's a bit bothersome to convert every tile in the editor (and converting the entire room makes even the ceilings a tile, which is not what I want).

Maybe add two more checks in the code you posted below: one for "Wall" and one for "Floor"? That would help me out a lot!


OK I added "ForceFloor" and "ForceWall".


Thanks a lot!
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Morrigan Aensland-Hill
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 PostPosted: Thu Apr 08, 2021 5:42 pm    Post subject: Reply with quote Back to top

I think there could be a feature where you could make a third gun besides a Shotgun and an Automatic Shotgun shoot shotgun shells that fire multiple shots with one shot. Would it be amazing if GoldenEye had three different shotguns instead of two?
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MRKane
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Joined: 11 Dec 2008
Posts: 1013

 PostPosted: Thu Apr 08, 2021 8:02 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
MRKane wrote:
I've got a probably-not-a-bug:

In Perfect Dark scrubbing the sets and reimporting new sets as an obj clears preset references, which is understandable, except when the preset reference is 2328 where the desired behaviour would be that this isn't cleared.


Can you explain which feature you are using and what you are trying to do?

Import Path Sets from .obj (Lines)
or
Import Presets from .obj (Vertices)

Both should be appending, not clearing out existing?


Essentially I'm doing rapid design iteration of paths within the level. So I begin by scrubbing the sets by importing a blank text file in Edit Setup>Paths>Import Sets.

I'll then import a new path set to use within the level for the sequence that I'm trying to construct, and this seems to be where the links to different notes are lost - it's understandable as the orders have changed, but the 2328 references have no need to be cleared.

As another request: When checking Syntax in the Action blocks would it be possible to check and see if one of the guard commands like "jog to pad" or "if close to pad" could be checked for a blank reference? That'd be another helpful way to pickup cases where I've scrubbed details Smile
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SubDrag
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 PostPosted: Fri Apr 09, 2021 2:54 am    Post subject: Reply with quote Back to top

What's a blank reference? Doesn't it default to preset 0000? That's not technically blank, it could be valid.

I don't understand where you are saying there is a 2328 preset that is removed? Aren't you re-importing sets? Those shouldn't be related to 2328.

I need better recreation steps.
 
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