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Link Master   Posted 23rd Feb 2006 2:37am
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Post 8 / 71

It's an okay suggestion. I will not however use an ambient sound though, becuase then it wouldn't be Mac safe. =P

Not quite sure about the whole portal thing above though. What would you do if it was just a simple square room with corridors leading to it from all 4 ends?
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redfac18   Posted 23rd Feb 2006 2:42am
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It would cut the map into four render sections, and the current render section you are in is the one the game renders. Hope that helps.
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DVL_IAC   Posted 23rd Feb 2006 2:47am
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Post 694 / 1417

Quoting Link Master
It's an okay suggestion. I will not however use an ambient sound though, becuase then it wouldn't be Mac safe. =P



Ambient is the mac safe way to put music in a map because if it's an ambient and the game can't find the music or can't read it, it wont crash the map, you'll just not hear any music...

Quoting Link Master

Not quite sure about the whole portal thing above though. What would you do if it was just a simple square room with corridors leading to it from all 4 ends?


If it was something like this then this is where I would put the portals.
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Link Master   Posted 23rd Feb 2006 3:41am
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Ooo, okay, I got it now. Thanks very much!
Wish I knew this when I was making Labyrinth 8. >_>lol
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NoClanFrank    Posted 23rd Feb 2006 3:46am
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Link Master all my levels are MAC safe. Sure I didn't know they were going to be MAC until later on when I did use another method of adding sounds to a level.
An ambient sound is the safest sound you can add. Well that is just my opinion.
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Link Master   Posted 23rd Feb 2006 4:57am
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Post 10 / 71

Lord Seafood told me that maps with Ambient Sounds won't work on Macs, and every map with an Ambient Sound smk (Supermetalknux) has tried to play on (he has an iMac) didn't work. Though he could be wrong just as well.

In the end it doesn't really matter though. I currently use the When_Dead >Cyclic_Timer >Play_Sound method and it works like a charm. It also allows for near perfect music loops to boot.

Anyway, map restarted with correctly used portals. Hopefully it'll turn out the way I want it this time.
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RED-FROG   Posted 23rd Feb 2006 10:17pm
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Post 909 / 5258

Quoting Lace
This map had 999 lights in it, no portals and no pink faces.


*cough* I dont see much lightning going on there. lol Everything is dark.

What happens when you add the 1000th light?
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Link Master   Posted 24th Feb 2006 5:20pm
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What map is that anyway? Looks interesting.
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vibes   Posted 24th Feb 2006 7:25pm
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MMMMMMMmmmmmmmm I had the same problem with the map Vibes Arena/Rail Arena and that map has perfect portal placement >at least I think it has <. But the amount of times I had to alter the lighting to stop the dreaded pink faces still haunts me to this day.
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Link Master   Posted 24th Feb 2006 10:06pm
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Post 12 / 71

Well, the map was going good until now. I've added a secret area and I'm 4 lights over the limit, and it's turing it's floor and the ceiling of the main room purple. I also added more green lights in the acid areas and lowered their range so those rooms look better, but all that did was somehow cause the floor of very bottom walkway in the main room to turn purple (yet those new lights aren't even touching it in any way...)

In one hand, I've got very nicely lighted rooms and acid pits but at the price of this purple evil, and in the other hand I've got just plain crap.

Bah, this is frustrating. >_<


Edit: Here's 3 pics. The first two show the hidden room. The third shows the range of one of the 4 lights in each acid room (selected one is closest to the walkway at current angle), and how it's NOT touching the stupid walkway. >_<

Pic 1
Pic 2
Pic 3
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 Modified Feb 24th, 10:19pm by Link Master
hA Warlord   Posted 24th Feb 2006 10:59pm
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damn thats lots of lights man too many actualy to have in 1 room, just edit the properties on one of the lights where it says Light Size , then u can delete all the lights that u dont need.

EDIT: Right click a light and press properties or CTRL+P
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LordSeafood   Posted 24th Feb 2006 11:17pm
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Post 923 / 1792

Quoting Link Master
Lord Seafood told me that maps with Ambient Sounds won't work on Macs, and every map with an Ambient Sound smk (Supermetalknux) has tried to play on (he has an iMac) didn't work. Though he could be wrong just as well.

I did mean custom sounds, and thats only if you only have a .wav and not a .aif, i believe ambient sounds will work on macs if there is a .aif.

The reason ambient sounds will not work on macs (without an .aif) is becuase its looking for a file which isnt there, So it crashes. Try this, make a map with an ambient sound and dont add it, the map will then also crash on a PC.

When you use the play_sound event it doesnt matter if the file is there or not, if the .wav is there then a PC player will hear it and a mac player can play but without music. If there is a .wav and a .aif both will be able to play with music. If there is neither than both can play but without sound.

So i advise using the play_sound event anyway, BUT Macs CAN use ambient sounds, only if there is an .aif though. Hope this helps you understand

[edit]
Quoting DVL_IAC
Ambient is the mac safe way to put music in a map because if it's an ambient and the game can't find the music or can't read it, it wont crash the map, you'll just not hear any music...

I thought it was ambient that crashed a map if the file wasnt found
P.S. Still Alive.    Modified Feb 24th, 11:24pm by LordSeafood
Link Master   Posted 24th Feb 2006 11:25pm
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Post 13 / 71

Oh, okay, I see now. Forget I said anything. >_>

Oh, and I cant increase the size of the lights. If I make the green lights any bigger it'll bleed through to the celing below, and if I raise them up the light will be going to hight. The main lights in the room shouldn't be changed either as it cause ugly bright spots on the ceiling, walkways, floor and ceiling below. >_<!!
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NoClanFrank    Posted 25th Feb 2006 12:40am
Post 2341 / 5840
Quoting LordSeafood
I thought it was ambient that crashed a map if the file wasnt found

Nope, It's events that do it if the music file isn't there.
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Link Master   Posted 25th Feb 2006 12:57am
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When_Dead >Cyclic Timer >Play_Sound doesn't crash the map when the music file isn't there. I know because we tested that with Labyrinth 8 on both a PC and a Mac.
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