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  1. LionOte

    Time Warp Signs

    If there's no "pastmap" or "futuremap" level header parameter when you use a sign, I think what happens is the game just goes to whatever level is defined in "NextLevel"? But from what I can see, there's no "NextLevel" parameter in your level headers. Usually when that happens, the game just...
  2. LionOte

    Time Warp Signs

    It should work, I think. Just remove the "MainCfg"s between each map header - you only need the "MainCfg" at the top of the file. MainCfg Level 1 LevelName = Ring Palace Act = 0 SkyNum = 4 Lua.pastmap = 2 Lua.futuremap = 3 Level 2 LevelName = Ring Palace Act = 0 SkyNum = 1 Lua.pastmap = 2...
  3. LionOte

    Time Warp Signs

    If changing the level index for one map changes the indexes for the others, maybe the WADs are all for the same map? (as in, they all replace MAP01, MAP02, or MAP03). It could also be because you have the headers in separate MainCfgs: try combining all of the MainCfgs into one map. That, or...
  4. LionOte

    Time Warp Signs

    How many map WADs are in your WAD file - as in, how many maps are packed into the WAD. And you do have a MainCfg file in your WAD, right? (dw about going to sleep btw, i had to go to sleep too)
  5. LionOte

    Time Warp Signs

    I'm not sure. How many map lumps do you have in your WAD file? Also, may I please see your MainCfg lump?
  6. LionOte

    Time Warp Signs

    With one header? That's strange... Maps shouldn't be sharing a header, especially if they're in different levels. I have no idea what's happening on your end, but it might be a WAD issue. As far as I can tell, at least. I'm no expert in WADs, but that doesn't sound right. Do you have any...
  7. LionOte

    Time Warp Signs

    I feel like that might be an issue with your PK3 or WAD. Levels aren't normally supposed to share level headers - unless you're changing them to the same numbers. So, like, if you change the slot of one level (e.g. the past to MAP08), the future changes too?
  8. LionOte

    Time Warp Signs

    Ah, you haven't changed the level numbers. That's why it's not working - the game thinks they're all for the same map because the "Level X" part is unchanged between the 3 headers, so for the actual maps in slots 2 and 3, no past map or future map have been defined.
  9. LionOte

    Time Warp Signs

    Please show me the past and future level headers.
  10. LionOte

    Time Warp Signs

    I see... It's a common layout that most people use. Both work fine? What do you mean by that?
  11. LionOte

    Time Warp Signs

    Which sign are you trying to use? Past or Future? You're using MAP02 as the past map, so it might be working alright if you're trying to use the Past sign
  12. LionOte

    Time Warp Signs

    What level are you using it in? MAP01? This is what I was talking about: Lua.pastmap = 2 Lua.futuremap = 5 I've tested it myself, and it seems to be working. Are there any specific details about where and when you're using the signs?
  13. LionOte

    Time Warp Signs

    I'm not quite sure what's happening here, to be honest. The number alone should have worked. Nothing else is happening alongside it? Do you see any errors in the console?
  14. LionOte

    Time Warp Signs

    You have to use the integer parts only. "MAP03" should become just "3", without the quotes. If you want to access map 18, for example, you'd put "18", again, without the quotes. Please let me know if this helps.
  15. LionOte

    Time Warp Signs

    How are you setting up your map headers for the past/present/future levels? Make sure each one is properly "linked" to each other (and the map header parameters don't support extended map numbers)
  16. LionOte

    [Open Assets] Chronotron

    LionOte updated Chronotron with a new update entry: The Second Update That I Couldn't Think Of A Cool Name For Read the rest of this update entry...
  17. LionOte

    [Open Assets] Chronotron - The Second Update That I Couldn't Think Of A Cool Name For

    v1.2 Changelog Added a new command: chrono_erase: Erases all of your recorded iterations and kills you instantly. Pretty rudimentary, but good if you want to get rid of anything you've already recorded. Added 2 new console variables: chrono_transparency: Adjust how transparent iterations...
  18. LionOte

    [Open Assets] Chronotron

    LionOte updated Chronotron with a new update entry: All Iterations Are Now Relivable! Hopefully! Read the rest of this update entry...
  19. LionOte

    [Open Assets] Chronotron - All Iterations Are Now Relivable! Hopefully!

    v1.1 Changelog * A few more sounds should be tracked * You can now relive iterations that start from checkpoints (if there are issues please let me know!) * Iterations now cast shadows * The size of Chronoblocks is now based on the size of its iteration's skin (larger character = larger...
  20. LionOte

    What changes do you want in 2.2.14?

    True, but, like, what happens if the addon uses any freeslots? What do we do then? And how do we handle unloading addons in netgames?
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