I'm no expert on PolyObjects, but I'm not aware of a way to make them damage the player offhand. If there's no info about it on the Wiki, this concept may be executed better as a papersprite-based object rather than map geometry.
It's compressed because we'd prefer people to be able to download the game in a reasonable amount of time. It also takes nore CPU cycles to load larger music files, so compression helps the game run smoothly.
Music.pk3 is currently around 88MB. That could easily be more than double the size...
This appears to be a pretty common issue with the OpenGL renderer. It has a reputation for adding holes in places they shouldn't be. You can try moving the vertices of your bridge around a little bit to fix it, but I wouldn't worry about it as long as it looks correct in the software renderer.
While I can't answer the second half of your question, multitagging is done using the green + button to the right of the sector tag field. Used tags will appear under that field and you can click on them to change their numbers. Effects used for each tag will stack automatically.
SeventhSentinel updated Official Level Design Collab 2023: Round 1 with a new update entry:
Twilight Hill is playable now! (And Circuit should no longer softlock servers)
Read the rest of this update entry...
Hey, been a while!
Sorry for the long wait, we wanted to be very thorough with this bug fix.
As usual, there's been miscellaneous map fixes and texture cleanup done by our talented mappers!
Here's some of the more pressing changes:
-Lag caused by Twilight Hill (and other instances of high...
Yo, @Pikaspoop here!
We made some fixes to the OLDC in the context of netplay, and some of our map contributers also made minor bug fixes to their own maps (That I will not list because there are a lot).
So here's the main changes:
-The Hub will hide Cybergrind on net-games, and play a message...
SeventhSentinel updated Official Level Design Collab 2023: Round 1 with a new update entry:
Random Selection Hotfix
Read the rest of this update entry...
- Removed multiplayer support for Cybergrind, it was causing softlocks in netgames.
- Moved a hub emblem (It's more fun now)
- Removed visual errors in Scarlet Canyon & Confined Ravine
- Fixed Confined Ravine lua
- Fixed sprite offsets of some objects
SeventhSentinel updated Official Level Design Collab 2023: Round 1 with a new update entry:
Cybergrind hotfix & small fixes
Read the rest of this update entry...
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