Xiri Posted February 20, 2015 Posted February 20, 2015 ^ I actually don't mind the collapse. Pretty hilarious if you ask me Agreed. It may be annoying - but it makes perfect sense to me.
NickCrash Posted February 20, 2015 Posted February 20, 2015 First Ame is trying to repopulate the area. Then she makes a field effect that effectively kills all pokemon in the cave.
Veterans Azeria Posted February 20, 2015 Veterans Posted February 20, 2015 Easiest way to kill klingklang ... IT HAS THAT FIELD EFFECT? BRB CATCHING A DIGGLET
Administrators Amethyst Posted February 21, 2015 Administrators Posted February 21, 2015 "Oops." Sorry, Mechanightmare... My plan is basically to have it require two magntiudes/EQs. If that works out well then we might see some counter conditions in other fields, i.e you can light a grass field up with five single target fire attacks or something, or maybe two that miss. (Note this won't be in 14.5)
Administrators Amethyst Posted February 22, 2015 Administrators Posted February 22, 2015 good news everyone i've succeeded in making the route 2 lag problem even worse expect the release immediately. why, yes, that is sarcasm. thanks for asking.
fireheart4560 Posted February 22, 2015 Posted February 22, 2015 Guys, here's what's going to happen.He's going to kill Cain.
NickCrash Posted March 4, 2015 Posted March 4, 2015 Did Ame just double post? How did the route2 issue happen? I didn't have the courage to travel it after all the problems in 14.5.
Deleted User Posted March 4, 2015 Posted March 4, 2015 Did Ame just double post? Yeah, who's gonna stop her?
Administrators Amethyst Posted March 4, 2015 Administrators Posted March 4, 2015 Did Ame just double post? How did the route2 issue happen? I didn't have the courage to travel it after all the problems in 14.5. Relevant new content that the people who saw the previous post would likely be interested in noticing warranted a the double to bump. This is why I wanted to do a .5 release. Anti-lag adjustments can be volatile. Route 2 is a perfect nightmare example of why: Before this update, it was two separate map files, and we merged them. But in order to do that, we had to copy and paste each individual jump spot from one map to another because they can't be moved en masse. Further, they have to be moved right into the same spot as they were before. THEN once everything's on the same map we had to expand that map, meaning we had to shift the events, one by one, back to where they were before the map was expanded. In fact we had to do that three different times. So, all of those events got shuffled around and copied and pasted and dragged and replaced over and over. Then considering that there were originally about ~450 events on that map, it's easy for one or two to slip through unnoticed, or get left in the wrong spot, or not get copied, or get put in the wrong spot, etc. Or in some cases the IDs of the events changed because they were copied/pasted in a different order, so other events that referenced them (whats up crustles) no longer find them, and potentially crash. It's just. Bad.
NickCrash Posted March 5, 2015 Posted March 5, 2015 Oh, it didn't occur to me that it was that bad and hard. You've also done it for the wasteland, so I suppose it won't be a big deal in terms of finding the way to solve the problem, rather it will take long to find the problems (or I'm just wrong).
Administrators Amethyst Posted March 5, 2015 Administrators Posted March 5, 2015 Not hard, just tedious and easy to miss stuff. You're correct that solving the issues is not difficult in the least; catching all of them, however... By the way, the wasteland was already a single map, and required the fewest adjustments of any. I basically just had to delete a lot of events from there (sad face) because over ~200 events on a single map tends to lag computers.
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