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Old 31-03-21, 23:25   #1471
Danath
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Ah thank you, that is useful.

The statics with weird collision in the center have flag 2, i will change them to 3. Sometimes things like hanging plants make your jump change direction and is annoying.
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Old 31-03-21, 23:56   #1472
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I will put you the exact quote from Rosetta, to fully understand it the use of Flags field.

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In Flags field, bit 1 is usually set, which means static mesh is visible. Bit 0 is also set for static meshes without collision, like plants and lying skeletons. Since TR3, value is ignored, and no-collision mode is obtained using degenerate collision box (with all-zero or all-one coordinates)
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Old 01-04-21, 15:54   #1473
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Originally Posted by Danath View Post
Ah thank you, that is useful.

The statics with weird collision in the center have flag 2, i will change them to 3. Sometimes things like hanging plants make your jump change direction and is annoying.
when you gonna use TE, especially WadTool you will be able to see the new features that you can do and a classic WAD, and less headache than Fexmerger hahahaaha

You can also adjust the degree of collision and add it to both remove and edit it in your preference.
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Old 01-04-21, 16:49   #1474
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Originally Posted by Danath View Post
Ah thank you, that is useful.

The statics with weird collision in the center have flag 2, i will change them to 3. Sometimes things like hanging plants make your jump change direction and is annoying.
Sorry to ask here but I don't remember where I saw that information;
What if I need to tilt the static for 45 degrees, but ALSO want a functioning/at least not problematic collision?
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Old 01-04-21, 17:42   #1475
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Arrow All ready!

Everything is ready ( i hope... ) and i am going to upload the game to my GDrive now. Will also create the testing thread and send a link via PM in a short while. Yay!

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when you gonna use TE, especially WadTool you will be able to see the new features that you can do and a classic WAD, and less headache than Fexmerger hahahaaha
I don't use Fexmerger at all anymore since the beginning of this project, it can badly mess movables and TRViewer is far better imo.

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Sorry to ask here but I don't remember where I saw that information;
What if I need to tilt the static for 45 degrees, but ALSO want a functioning/at least not problematic collision?
I don't know... At least not on Dxtre. :\
I suppose TE lets you rotate freely without altering the collision?

Edit: Sending PM's now... unfortunately you can only send messages to 1 person now?? So i will have to wait 1 hour now to send everyone the message, reached the limit. :\
Edit 2: Sent everyone the PM. Thank you very much everyone!
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Old 01-04-21, 21:10   #1476
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I don't know... At least not on Dxtre. :\
I suppose TE lets you rotate freely without altering the collision?
I have an unfinished TR2 project, and as I have some skeletons scattered around the map, I always rotate several times and never had any problems with collision, at least not with TE.
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Old 13-04-21, 10:38   #1477
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How is the beta test going?
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Old 13-04-21, 17:32   #1478
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How is the beta test going?
It's going well, but slowly as i expected.

Fortunately, there aren't any major problems in the game, and people are really liking it.
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Old 15-04-21, 09:22   #1479
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I can't wait to play your level set Danath! I'm so hyped!
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Old 16-04-21, 18:57   #1480
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I can't wait to play your level set Danath! I'm so hyped!
Don't get consumed by the hype!

Thank you, please have patience. Hoping you all will like the game as much as the testers do.
While testers continue, i made the readme, which will be exported to .pdf for the final version, with its clickable index. And the ending screens, which i'm painstakingly customizing.
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