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Author Topic: Okie Dokie: Firesteep  (Read 118 times)

Chongo

Okie Dokie: Firesteep
« on: March 04, 2007, 01:21:31 am »
Figured out the problem with the door, firsthand...

The lower tower door transition is flipped, so it's directing you inside the door.  Since it's 2d, 'inside' the door pops you on the tower top.  Thus leaving you to be stuck forever.

So folks, don't do the king swing until this is updated.

Just need to flip the WP direction on the door.


Also, the spawn points in the mining cave need to be checked.
 

Leanthar

Re: Okie Dokie: Firesteep
« Reply #1 on: March 04, 2007, 05:57:04 am »
This is a bug with the tileset I think. You actully need to make a waypoint on the correct side of the door and direct the link to the waypoint instead of the door. Not much we can do about that particular bug except to work around it via a waypoint.
 

Pankoki

RE: Okie Dokie: Firesteep
« Reply #2 on: March 04, 2007, 06:04:42 am »
Can I get some area names here? Firesteep is kinda huge... I tested last night what I thought was the problem but it is working fine, so clearly it must be something else. I gave all the areas unique names for a reason, so please give me more details so that I can fix this.
 
 

Witch Hunter

Re: Okie Dokie: Firesteep
« Reply #3 on: March 04, 2007, 06:10:43 am »
Its the map with the two big towers where you need to use a rope to get from one tower to another :P

(I'm soooooo helpful... :( )
 

Pankoki

RE: Okie Dokie: Firesteep
« Reply #4 on: March 04, 2007, 06:35:09 am »
Alright I just checked the two towers area. For the record its called Summit Cliffs. There are no tileset issues, the doors are facing the right direction, I tried going in and out of every door and they all work as intended. You swing from one tower to the other and there is no way back, the swing is a one way swing as the flavour text indicates. You would have to come down another way which is further in the mountains.
  There was a transition bug going back which was already fixed. So unless someone can show me in-game what the problem is, I'm not sure I can do much about it.
 
 

osxmallard

RE: Okie Dokie: Firesteep
« Reply #5 on: March 04, 2007, 07:52:09 am »
Pan, we took the swing and landed on the 'lower' tower.  The door at the top going to the bottom was bugged.  When we clicked on the door transition, we popped out 90 degrees to the right still at the top of the tower.  Coyote came in game and ported us to the base.

 

Pankoki

RE: Okie Dokie: Firesteep
« Reply #6 on: March 04, 2007, 08:01:21 am »
Right, it seems it was either the amount of people there in the party or lag, the orientations are fine, but the space is so slim that it throws the engine off. I tested earlier today with one player and it works just fine.
  In any case, I added waypoints to avoid getting stuck, it should be working fine in the next update.
 
 

Chongo

RE: Okie Dokie: Firesteep
« Reply #7 on: March 04, 2007, 11:39:20 am »
Sorry for not responding sooner, I was asleep.

I didn't want to give too many spoilers, probably should've just pm'd you or waited to catch you on IRC.  Firesteep - Summit Cliffs, second tower on the king swing.  There is some sort of transition 'bug', we had tried for about 15 minutes, all cycling to the same spot above the lower door.  And I know, it worked fine in my SP tests too.  No clue.  The only reason I mention this (as I know you already fixed it with waypoints), is that L may be right with it being a tileset bug, and that it should be a standard build rule to use waypoints from now on with those towers.  Same deal as the castle gates on the TNO exterior maps needing waypoints so you don't pop up on the roof.

I'll try to catch you on IRC next time so I can give more detailed reports instead of creating any confusion.
 

Witch Hunter

Re: Okie Dokie: Firesteep
« Reply #8 on: March 04, 2007, 11:53:02 am »
It works fine if you're alone, at least for me.
 

 

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