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map warp bug

Posted: 24 Jun 2013, 20:53
by o11c
I think the problem we saw with warps is a shortcoming of the network protocol, so we can only work around this.

That means we have to be very careful about how warps are placed. They MUST be in a corner or in an alcove

key: O = open (walkable), W = warp, C = collision
Bad:

Code: Select all

OOO
OWO
CCC

OOO
OWO
OOO

CCC
OWO
CCC

OCCC
OWWC
OCCC
Good:

Code: Select all

OOO
OWC
OCC

OOO
CWC
CCC

Re: map warp bug

Posted: 24 Jul 2013, 05:10
by wushin
It works better the more you can enclose it.
optimum is on the wiki with other updated warp notes concerning entrance and exit direction.
http://wiki.themanaworld.org/index.php/ ... rial#Warps