Welcome, Guest. Please login or register.

Author Topic: Critical bug  (Read 8401 times)

TheJonyMyster

  • tOLP Contributor
  • Captain
  • *****
  • Posts: 338
  • Points: 912
    • View Profile
    • My tumblr
Re: Critical bug
« Reply #20 on: 26 Jun 2013, 15:42 (10 years and 2 months ago) »
Let me set things straight: I asked for where flag 67 was used in dimension open, and he told me he looked in the VVVVVV file when he meant the .vvvvvv file. I said that I really wanted to see the .vvvvvv, not the VVVVVV file (the actual game), but I actually really DID wish I could see the VVVVVV file, so I asked that, too.

So forget all that.

What turns on flag 67 in dimension open?

Hejmstel

  • tOLP Contributor
  • Super Captain
  • ******
  • Posts: 714
  • Formerly "Doormat"
    • View Profile
    • youtoot chunnel
Re: Critical bug
« Reply #21 on: 26 Jun 2013, 15:44 (10 years and 2 months ago) »
Let me set things straight: I asked for where flag 67 was used in dimension open, and he told me he looked in the VVVVVV file when he meant the .vvvvvv file. I said that I really wanted to see the .vvvvvv, not the VVVVVV file (the actual game), but I actually really DID wish I could see the VVVVVV file, so I asked that, too.

So forget all that.

What turns on flag 67 in dimension open?

The script "everyonedialogue", I think

TheJonyMyster

  • tOLP Contributor
  • Captain
  • *****
  • Posts: 338
  • Points: 912
    • View Profile
    • My tumblr
Re: Critical bug
« Reply #22 on: 26 Jun 2013, 15:56 (10 years and 2 months ago) »
I couldn't find that, I could only find it's _load thing.
 :shrug2:
Never mind, I'm just stupid. It was about three scripts below.
:facepalm:

It wasn't in there.
« Last Edit: 26 Jun 2013, 15:59 by TheJonyMyster »

Dav999

  • Administrator
  • Hyper Captain
  • *
  • Posts: 1606
    • View Profile
Re: Critical bug
« Reply #23 on: 26 Jun 2013, 15:59 (10 years and 2 months ago) »
That's what I said, actually:

I think the script was everyonedialogue.

I don't know when that script occurs in the level, but the script name suggests you see 'everyone'.

And you posted while I was typing, so my post is now partly irrelevant. :stare:
« Last Edit: 26 Jun 2013, 16:02 by Dav999 »

IMG_4346.jpeg

  • Captain
  • *****
  • Posts: 350
    • View Profile
Re: Critical bug
« Reply #24 on: 5 Jul 2013, 12:15 (10 years and 2 months ago) »
ÃŒt warps you to that Keycard room. Then, im not sure if it was just me, but rooms started flashing by rapidly. I couldn`t get out, so I just X`d the window.  :victoria:

Dav999

  • Administrator
  • Hyper Captain
  • *
  • Posts: 1606
    • View Profile
Re: Critical bug
« Reply #25 on: 5 Jul 2013, 15:39 (10 years and 2 months ago) »
We should actually try to replace flag 67 with flag 80 (I think, the flag to set the teleporters out of order) and remove the ifflag(80,x) line from hubteleport, because IIRC that's never actually used.

FIQTopic starter

  • Global Moderator
  • Professor
  • *
  • Posts: 132
    • View Profile
    • GitHub profile
Re: Critical bug
« Reply #26 on: 8 Jul 2013, 15:59 (10 years and 2 months ago) »
We should actually try to replace flag 67 with flag 80 (I think, the flag to set the teleporters out of order) and remove the ifflag(80,x) line from hubteleport, because IIRC that's never actually used.
Doesn't flag 90 disable the teleporters?

Dav999

  • Administrator
  • Hyper Captain
  • *
  • Posts: 1606
    • View Profile
Re: Critical bug
« Reply #27 on: 8 Jul 2013, 16:04 (10 years and 2 months ago) »
We should actually try to replace flag 67 with flag 80 (I think, the flag to set the teleporters out of order) and remove the ifflag(80,x) line from hubteleport, because IIRC that's never actually used.
Doesn't flag 90 disable the teleporters?

That's possible, but flag 80 also does it; the first line in hub teleport should be something in the lines of ifflag(80,tele_ooo) (for out of order, which displays a message about the system having an internal error), but it's never actually used.