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  • Replacement for Rype's glitch
« ‹ 6 / 7 › »
Replacement for Rype's glitch
Mrloll
« Citoyen »
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#101
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Arber a dit :

Fu Tig :C

²
Scenery
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#102
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I have learned the basics of the new mechanisms that substitute the Rypes, IF, etc. glitches. I want to believe that these mechanisms will be a sufficient solution. However, it's important to ask what assurances do we have that it won't happen again? There is absolutely 0 transparency from Tig on his true expectations or plans when it comes to these new mechanisms.

If Tig can take away rypes glitch, widely known as the basis of most mechanism maps, what's to say he won't drastically change these new mechanisms especially when only a fringe group of map makers desire to learn them. This whole issue leaves me hesitant to tweak each current broken maps XML to incorporate the new methods.

In my opinion, the root problem isn't rypes glitch disappearing; it's the fact that Tig never tries to open a dialog or inform the community to reassure them of his motives. Instead, players are left to guess what he's thinking which only results in amplifying the animosity that is present even further.
Totalnick
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#103
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I'm starting to get the hang of it. Still damned confusing.
Fxie
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#104
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Rype's glitch was a glitch. New mechanisms are not.

Also, Rype's glitch was a problem for normal mapmaking, unlike accepted glitches like walljumping which have no negative tradeoff. Rype's glitch made it impossible to connect rotated grounds the proper way, which was a problem ultimately.

Walljumping has no negative tradeoff and the new mechanisms have nothing wrong with them, so it's really no comparison.
Gephyd
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#105
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Its okay steve in a few months we gonna look back and go, HEY remember that rype's glitch a long time ago, that was only for pro map makers and then tig gave us this new mech and at first we were so mad and w/e? Oh yeeeahh I miss that! good times good times! all we all live happily ever after until tig screws something up next xmas
Seeteegee
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#106
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I can guarantee you that it will be much earlier than next Christmas before Tig screws up again.
Impuredeath
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#107
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Seeteegee a dit :
I can guarantee you that it will be much earlier than next Christmas before Tig screws up again.

Technically he did this so its easier for him to add new features later, without having to worry about breaking everything.
Seeteegee
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#108
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Impuredeath a dit :
Technically he did this so its easier for him to add new features later, without having to worry about breaking everything.

I never said that the new feature itself is a screw up. I have no problems adapting to it. This is like the third time I had to explain that my only problem with it is how it messed up the old maps with no warning and forced the mapmakers to fix something that wasn't broken before... again. I bet it won't be the last, too.
Dddin
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#109
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I'm too lazy to edit my maps
Bixnood
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#110
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All those maps that will never be fixed because it's too much work. All those maps that can't be fixed because they use movable IF. Tig should seriously reconsider removing rype glitch/IF..
Fxie
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#111
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Rype's glitch can be flawlessly replicated with ease, and Baasbase even wrote a tool to replace anchors with joints automatically. I would not suggest breaking ground rotation again to return a glitch when there's a real method now.

IF on the other hand can't really be perfectly replicated right now.
Elvis
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#112
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You know all you have to do is like, replicate rypes glitch but instead of turning the ground, leave it vertical and make it non collision with anything and just add a block at the bottom of the ground and do the tramp thing and whatever.
Here is an xml to explain better. e-e

a dit :
<C><P /><Z><S><S X="720" H="10" Y="365" T="13" o="693284" P="1,99,0.3,1,,1,0,0" c="3" L="80" /><S X="721" H="10" Y="369" T="13" o="935dae" P="1,99,0.3,1,,1,0,0" c="3" L="76" /><S X="723" H="400" Y="561" T="12" o="6a7495" P="1,999,0.3,0.2,0,1,0,0" c="4" L="30" /><S X="400" H="90" Y="434" T="0" P="0,0,0.3,0.2,0,0,0,0" L="800" /><S X="723" H="10" Y="688" T="0" P="1,999,0.3,0.2,0,1,0,0" L="10" /><S X="447" H="10" Y="761" T="1" P="0,0,0,0.2,0,0,0,0" L="694" /><S X="790" H="100" Y="743" T="2" P="0,0,0,3,45,0,0,0" L="100" /><S X="69" H="100" Y="749" T="2" P="0,0,0,3,45,0,0,0" L="100" /><S X="102" H="50" Y="190" T="0" P="0,0,0.3,0.2,0,0,0,0" L="200" /><S X="700" H="50" Y="190" T="0" P="0,0,0.3,0.2,0,0,0,0" L="200" /></S><D><F Y="151" X="96" /><T Y="168" X="701" /></D><O><O P="0" X="723" C="14" Y="377" /><O P="0" X="723" C="14" Y="687" /></O></Z></C>

Ignore the random gameplay and inconsistency pls. When you try you can make the consistency better. If you are a nib at mechanics and the new map editor stuff like me, this is the simplest substitution in my opinion. The only negative is that your mechanism always has to be at the bottom of the map so you dont have grounds sticking out on the map, so it has to be at the bottom so the mechanical stuff happens under the chat.
Gneiss
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#113
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lol its funny because I was trying to use rype's gltich this morning and I was like "WHY ISNT THIS WORKING" and then I go on the forums and see this thread :p
thanks for the help !
Gephyd
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#114
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tig pls let us press buttons ingame instead of this crap that's giving me cancer
and do it before december contests ends

Fxie a dit :
Rype's glitch can be flawlessly replicated with ease, and Baasbase even wrote a tool to replace anchors with joints automatically. I would not suggest breaking ground rotation again to return a glitch when there's a real method now.

IF on the other hand can't really be perfectly replicated right now.

a tool you say?
Fxie
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#115
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Typenick a dit :
fixes distance between 2 grounds horizontally or vertically based on AXIS values (either 0 or 1)

You can also use -1 to make them move in the opposite direction. This is useful for diagonal movement.


Also, you can use DC to make multiple shaman spawns (in other words, P8 spawns without holes)
Tfmasian
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#116
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I actually want to make mechs the hard way but there should be a button that brings back the glitch quite like a shaman's easy mode in my opinion.
Kandycing
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#117
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OH!!!! NOW I UNDERSTAND!!! (but does axis do?)
Mousechris
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#118
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Elvismousee a dit :
You know all you have to do is like, replicate rypes glitch but instead of turning the ground, leave it vertical and make it non collision with anything and just add a block at the bottom of the ground and do the tramp thing and whatever.
Here is an xml to explain better. e-e
Ignore the random gameplay and inconsistency pls. When you try you can make the consistency better. If you are a nib at mechanics and the new map editor stuff like me, this is the simplest substitution in my opinion. The only negative is that your mechanism always has to be at the bottom of the map so you dont have grounds sticking out on the map, so it has to be at the bottom so the mechanical stuff happens under the chat.

I went ahead and cleaned up the mech in your xml

a dit :
<C><P /><Z><S><S H="10" P="1,0,0.3,1,,1,0,0" L="80" X="720" c="3" Y="365" T="13" o="693284" /><S H="10" P="1,0,0.3,1,,1,0,0" L="76" X="721" c="3" Y="369" T="13" o="935dae" /><S H="400" P="1,0,0.3,0.2,0,1,0,0" L="30" X="723" c="4" Y="561" T="12" o="6a7495" /><S H="90" P="0,0,0.3,0.2,0,0,0,0" L="800" X="400" Y="434" T="0" /><S H="10" P="1,999999,0.3,0.2,0,1,0,0" L="10" X="723" Y="688" T="0" /><S H="10" P="0,0,0,0.2,0,0,0,0" L="694" X="447" Y="761" T="1" /><S H="100" P="0,0,0,4,45,0,0,0" L="100" X="789" Y="732" T="2" /><S H="100" P="0,0,0,1,45,0,0,0" L="100" X="69" Y="749" T="2" /><S H="50" P="0,0,0.3,0.2,0,0,0,0" L="200" X="102" Y="190" T="0" /><S H="50" P="0,0,0.3,0.2,0,0,0,0" L="200" X="700" Y="190" T="0" /><S P="0,0,0,1,0,0,0,0" L="100" H="100" X="769" Y="782" T="2" /><S P="0,0,0,1,0,0,0,0" L="100" H="100" X="103" Y="751" T="2" /></S><D><F X="96" Y="151" /><T X="701" Y="168" /></D><O><O P="0" X="723" C="14" Y="377" /><O P="0" X="723" C="14" Y="687" /></O></Z></C>
Fxie
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#119
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Hey a very nice update for OP: you can use P1 in JR to define a point at which to connect 2 grounds. In other words, you can use joints EXACTLY like nails now in ALL situations!!1 Not just connected via center.
Typenick
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#120
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Yes, I know that. You can use P2 in all tags as well to get same effect, only on 2nd ground.
I'll update it later with color parameters as well, I guess.

Edit: nevermind, checked now and only JD supports P2 apparently.
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