apoplexy v3.6 released

Windows and Linux editor of PoP1 (for DOS and SNES) and PoP2 (for DOS).
David
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Re: apoplexy v3.6 released

Post by David »

4DPlayer wrote: May 25th, 2019, 5:39 pm As a matter of fact, I just checked now. It was room 6.
Then it's indeed the guard from the original level 6.

Room 6 is used on the original level 6, but you wrote you added "totally new rooms".
I guess you removed all rooms from the level before that?
4DPlayer wrote: May 25th, 2019, 5:39 pm And if I set the black guard to level 4 skill, he will become an orange guard.
I tried that now, but the guard stays black in the game (and swirly in Apoplexy).
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Norbert
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Re: apoplexy v3.6 released

Post by Norbert »

David wrote: May 25th, 2019, 5:22 pmIf a guard is already in the level data then this code won't see it.
Ah, right.
Thanks for the explanation.
4DPlayer

Re: apoplexy v3.6 released

Post by 4DPlayer »

David wrote: May 25th, 2019, 6:17 pm
4DPlayer wrote: May 25th, 2019, 5:39 pm As a matter of fact, I just checked now. It was room 6.
Then it's indeed the guard from the original level 6.

Room 6 is used on the original level 6, but you wrote you added "totally new rooms".
I guess you removed all rooms from the level before that?
All except two.
David wrote: May 25th, 2019, 6:17 pm
4DPlayer wrote: May 25th, 2019, 5:39 pm And if I set the black guard to level 4 skill, he will become an orange guard.
I tried that now, but the guard stays black in the game (and swirly in Apoplexy).
Ah. I see. For some reason it comes like that when you copy room 6. It only happens sometimes. Usually he stays as the black guard. I’ll be posting my mod here soon, so you’ll get a chance to see it for yourself.
David
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Re: apoplexy v3.6 released

Post by David »

4DPlayer wrote: May 25th, 2019, 8:31 pm Ah. I see. For some reason it comes like that when you copy room 6. It only happens sometimes. Usually he stays as the black guard.
I tried copy-pasting room 6 with the black guard, but all the new guards stay black.
4DPlayer

Re: apoplexy v3.6 released

Post by 4DPlayer »

Update.
They all become orange after you restart level 6 a large number of times.
:/ :| ;)
David
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Re: apoplexy v3.6 released

Post by David »

4DPlayer wrote: May 29th, 2019, 2:47 am Update.
They all become orange after you restart level 6 a large number of times.
:/ :| ;)
I figured out that you're probably talking about level 6 or your mod.
Your level 6 has an orange guard in room 17.
If you meet a non-black guard then all black guards will become that color.
I think I've mentioned this before, but I forgot to repeat it in this topic.
4DPlayer

Re: apoplexy v3.6 released

Post by 4DPlayer »

David wrote: June 1st, 2019, 6:50 pm
I figured out that you're probably talking about level 6 or your mod.
Your level 6 has an orange guard in room 17.
If you meet a non-black guard then all black guards will become that color.
I think I've mentioned this before, but I forgot to repeat it in this topic.
I see. Yes, I’m talking about my mod.
4DPlayer

Re: apoplexy v3.6 released

Post by 4DPlayer »

I wonder....in broken rooms, can you reset the level to delete broken rooms?
Or are they permanent once they are saved?
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Norbert
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Re: apoplexy v3.6 released

Post by Norbert »

4DPlayer wrote: July 2nd, 2019, 5:04 amI wonder....in broken rooms, can you reset the level to delete broken rooms?
Or are they permanent once they are saved?
The Broken room link wiki article has an example image with red markings.
The markings on the right show that room 2 has 19 on its right, and 19 has 2 on its left; not broken.
The markings on the left show broken room links, e.g. room 5 has room 5 to its left.

You simply need to fix what is impossible in real life.
Room 22 has room 5 to its right, so change room 5 to have 22 on its left.
Et cetera.
4DPlayer

Re: apoplexy v3.6 released

Post by 4DPlayer »

Norbert wrote: July 2nd, 2019, 8:41 pm
4DPlayer wrote: July 2nd, 2019, 5:04 amI wonder....in broken rooms, can you reset the level to delete broken rooms?
Or are they permanent once they are saved?
The Broken room link wiki article has an example image with red markings.
The markings on the right show that room 2 has 19 on its right, and 19 has 2 on its left; not broken.
The markings on the left show broken room links, e.g. room 5 has room 5 to its left.

You simply need to fix what is impossible in real life.
Room 22 has room 5 to its right, so change room 5 to have 22 on its left.
Et cetera.
Thought so. Thanks! (And nice wiki article) :)
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Norbert
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Re: apoplexy v3.6 released

Post by Norbert »

I've found a small bug in ShowRoomsMap().

if (iThing > 31) { iThing-=32; }
should be
if (iThing > 31) { iThing = iThing % 32; }

I'll fix this in future releases.

(Additionally, I could also consider not ignoring stuck loose floors (iThing 43) and native tiles.)

---

By the way, maybe the "apoplexy v3.3 released" thread can be un-stickied.
Probably easier (less work) to simply not sticky releases. Thanks.
David
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Re: apoplexy v3.6 released

Post by David »

Norbert wrote: July 22nd, 2019, 5:10 pm By the way, maybe the "apoplexy v3.3 released" thread can be un-stickied.
Done: viewforum.php?f=112
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