Figured cause of "false walls"

  • BloodLust
    2nd Jan 2012 Member 0 Permalink
    I recently read a thread about an issue with signs creating "false walls".

    Where it showed a wall id of 35 ( fairly certain it was 35 ) but there wasn't actually a wall there .


    While placing some signs in a save i noticed something.

    When you click a sign to edit the sign it pulls up a menu, if you select the button to move the sign it clears away the menu so you can move it , BUT it automatically "snaps" the cursor to the center-ish of the screen, the same place where the move button on the sign menu was.

    If you look in the thumbnail that comes up when you go to save it you will notice where ever the sign WAS it has created these "false walls" between the point where it was and the point where the move button on the screen was.  

    I hope this helps the devs as this issue messes with INST and prevents it from conducting.
  • ForumTroll
    2nd Jan 2012 Banned 0 Permalink
    This post is hidden because the user is banned
  • ads999
    2nd Jan 2012 Member 0 Permalink
    @BloodLust (View Post)
    No. If you continued reading that thread, you would notice that I picked up on that problem. jacksonmj even said it wasn't that, although I pointed out a new glitch, so technically you have not figured out the cause of https://powdertoy.co.uk/Discussions/Thread/View.html?Thread=11672&PageNum=0 But have picked up on something I found. this glitch also occurs when making, moving, editing, or deleting signs. jacksonmj said it'll be fixed in the next release.
    Read all of page 1 and 2.
  • BloodLust
    2nd Jan 2012 Member 0 Permalink
    It may not be the ONLY cause but i've tested it and it DOES occur when moving signs



  • ads999
    2nd Jan 2012 Member 0 Permalink
    @BloodLust (View Post)
    Yes we gathered that in this post. @ads999 (View Post)
    I first picked up on that problem on this save (which I fixed.) As you can see I removed the signs but I had to go over and remove/re-add wall tiles.
  • BloodLust
    2nd Jan 2012 Member 0 Permalink
    Ah i see, and also on a side note i noticed it affects ALL floodfill actions, whether INST or floddfill-ing ANYTHING on the screen 

    and im wondering if perhaps something in one of the recent updates is causing this as i dont recall this being a problem in the past
  • jacksonmj
    2nd Jan 2012 Developer 0 Permalink
    @BloodLust (View Post)
    Yes, when fighters were added an "if" was used in the source code where there should have been an "else if".