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So I asked around and apparently nobody else had this issue. It's likely that this is a 1.10, or perhaps a Linux thing.

I'm pretty good with code, but not so much with the editor. My editor knowledge will be enough to fix the first two bugs for version 1.10. And there is a possibility that it will be enough to open the 1.10 level in the editor, save it, and everything will work. This happened when I opened TFE levels in the TSE editor. I'll try to do this in my free time.

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Btw, did you have any issues with quick saves? A lot of people report crashing when loading a quick save.

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I used the usual saves. I'll try the quick ones. About bugs:

The game version 1.10 for Windows does not have these bugs. In Linux the message ""No valid Teleport Marker for Mamutman! Destroying Mamutman..." and the entity was destroyed, because of this the game did not work correctly. This fixed everything:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/fdc4b6f5c2fc8d2908d639fdfc079...

Now there are no bugs under Linux either.

UPD:

DataF/Messages/Information/Atlantis/Pics/full.tex' (No such file or directory)

All ok with quick saves.

That file really doesn't exist. Planet Atlantis still has unfinished elements, that one picture being one of them. Is that a big issue for 1.10? If so, just use a placeholder until then.

Interesting that quick saves work on your end. What that tells me, is that the issue isn't inside the code.

No. It's not a problem . Just console spam. I copied 01.tex instead. Quick save has been tested many times at different levels. Everything is fine. CyborgMedium is still missing in the CompModels.cpp file. As I understand it will also be added later. Some other resources are not cached. This does not affect the game, there are just messages in the console sometimes. Overall, everything is fine. I passed the mod again, I did not find any errors.

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Oh, CyborgMedium will not actually be added. It's been scrapped. CompModels was running into compiler limits and I had to make the choice of which enemies to take out. There are a few more enemies that don't have Netricsa models, for the same reason.
Edit: As of now, the enemy only appears in a secret, anyway. And on maps other people make, if they do.

I split the block into two parts and at the end added a check based on the variable that is in each block:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/e1c63cc84f384cd2e53f797f49604...

Almost all warnings about caching have been fixed:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ffd96d48deea2329b72f722ff9a16...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/16bbe5e1ac40aa1eb5d63aeb2f787...

Some icons were put from the Awakening mod (from SeriousAlexej)

They fit well:  Icons ftom Awakening mod


Ooh, nice! Will try implementing these fixes.

Icons are being worked on actually. If things go well, next update should be icons and these fixes.

Now all resources are cached. Red laser additionally uses Carcinus Lurker. I moved the caching to the beginning of the function. MODEL_INVISIBLE caching has been duplicated. Now there are no messages "not precached" in console and log.

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/ea28676c04530776c1ae4b2c0f64a...

Btw, all models of enemies and weapons are displayed in Netricsa after dividing the block (if else) into two parts.

I made one mistake, I've already fixed it. The end of the function should be such:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/78866a515eef3437654f5e7db4678...

that there is a display of the background grid. This variable is further used to draw the grid.

Deleted 152 days ago
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Here are some more fixes:

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/a1575dd41a60d524f05b6ccc94dc7...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/7cfb90ac77b721fe11c04b9812788...

https://github.com/tx00100xt/SE1-TSE-Sequel/commit/8d625ce3ecf9d5d65a2bdec754dcf...