Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Beta 3: General Discussion
#31
Ah, here's a subtle bug I've been trying to pinpoint for years, like Achab and Moby Dick, but now I think I have it.

The Level Editor claims it
quit unexpectedly
when you do the following manoeuvre: namely, you browse your open applicatons using cmd+tab, and you stop on the editor icon, release Tab (while still holding cmd), and press Q. This should painlessly quit the editor, except it doesn't, and when you release all keys and then use the cmd+Q shortcut, it quits telling you that
the application quit unexpectedly
.

I can't say it's extremely bothersome, but there it is, or seems to be.
Reply
#32
Ah, here is a more serious one.

If you use a lever to 'change conveyor belt direction', then every time you look at the map, the conveyor belts change again.

Oh, same thing with the 'start/stop conveyor belts' option: looking at the map behaves like operating the lever.

This strange behaviour happens regardless whether the 'lever can be pulled only once' box is ticked.
Reply
#33
Toybox, is the conveyor belt -> map screen bug when using beta 3c? (Wouldn't surprise me, but just making sure.)
Reply
#34
BTW, I can't duplicate the editor crash with Command-Tab. I'm going to write it off anyway as something that should go away when I port MM over to be a Universal binary.
Reply
#35
7744534F6B444F52444F210 wrote: Toybox, is the conveyor belt -> map screen bug when using beta 3c? (Wouldn't surprise me, but just making sure.)

Er, yes, I was using the latest so it must be beta 3c.

6A594E527659524F59523C0 wrote: BTW, I can't duplicate the editor crash with Command-Tab. I'm going to write it off anyway as something that should go away when I port MM over to be a Universal binary.

Ah well, this is such an obscure crash, it really doesn't matter. Even more so as it doesn't really unexpectedly quit, since it happens when I quit anyway.
Reply
#36
When using the
Make action room default state
(or something like that) checked off for zapper beams, if there is a zapper beam on a conveyor belt the bottom
zappers
that are directly on the conveyor belt are flashing from existence and back in place... :o
Reply
#37
0B35323B255C0 wrote: When using the
Make action room default state
(or something like that) checked off for zapper beams, if there is a zapper beam on a conveyor belt the bottom
zappers
that are directly on the conveyor belt are flashing from existence and back in place...  :o

Anthony, have you upgraded to 3c yet? There were a lot of drawing issues in 3b that were fixed in 3c.

If you ARE running 3c, can you send me a room demonstrating the problem? I can't duplicate it.
Reply
#38
Umm... I'm not sure... I'll check.

EDIT: Just checked. I didn't find any problems anymore. Nevermind! Tongue
Reply
#39
I didn't see this reported anywhere else yet (maybe I missed it) - when you pick up a lantern, there is no longer a lantern icon that appears in the top status bar next to the score. I have noticed this in Basano and Cassiopius so far.
Reply
#40
That's because the Lantern is different in the sequel -- it only reveals given rooms that it is assigned to. I'm not sure what the resolution of this issue will be. I can't recall any of my mansions using the lantern more then once... but I'm probably mistaken. Hmm...
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)