Hey guys,
I've been playing around with the dungeon editor and I believe I've run into a bug with the way castle water tiles are rendered. If you have a (z-level -1) tile of castle water surrounded by (z-level 0) castle floor tiles, the edges of the water tile will be surrounded by an buggy waist-high wall with no collision and no textures on the side facing away from the water. If this isn't a bug, am I just doing something wrong? It doesn't seem consistent with the way any of the other water tiles work, so I'm really confused. The interior of castle Nex doesn't exhibit the same issue in either of the rooms with water in them.
I can attach a screenshot (or example project) if necessary, but it's trivial to replicate in the editor so I wasn't sure it was necessary.
Possible bug with Castle Interior water tiles?
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BlankDiploma
- Posts: 3
- Joined: Tue Oct 21, 2014 8:19 am
Re: Possible bug with Castle Interior water tiles?
The castle tiles use a taller module height than the other wallsets do and I suspect this might be the culprit here. If you right click on the level and go to the properties and set the module height to 4, does to problem go away?
FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3.
FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3.
Steven Seagal of gaming industry
Re: Possible bug with Castle Interior water tiles?
Also Module Height is very useful if you're starting your party at a height lower than zero (0). As long as the Module Height is three above the starting_location the party will not take fall damage coming into the game (like normal). This is also useful for making pit traps more deadly (or not harmful at all) when they fall into the level below.antti wrote: FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3.
Re: Possible bug with Castle Interior water tiles?
I'm not sure what you're trying to do accomplish here with the module height but I'm sure you'll get glitches if you use elevations (either overlapping geometry or gaps between geometry with elevation differences)NutJob wrote:Also Module Height is very useful if you're starting your party at a height lower than zero (0). As long as the Module Height is three above the starting_location the party will not take fall damage coming into the game (like normal). This is also useful for making pit traps more deadly (or not harmful at all) when they fall into the level below.antti wrote: FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3.
The party starting location's elevation thing is a bug though and we'll fix it.
Steven Seagal of gaming industry
Re: Possible bug with Castle Interior water tiles?
I did have to compensate on other levels but got every syn'ed up and working properly.
A bug? Great to hear, I'll start undoing all my hacks. =)
A bug? Great to hear, I'll start undoing all my hacks. =)
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BlankDiploma
- Posts: 3
- Joined: Tue Oct 21, 2014 8:19 am
Re: Possible bug with Castle Interior water tiles?
Oh - I had no idea what "Module Height" did or that it was related to walls in any way. That makes sense now, and I'm pretty sure it will fix the problem. I'll give it a whirl as soon as I get home. Thanks for the prompt reply!