Re: SoKoTres
Posted: Thu Jan 25, 2018 7:56 pm
Just updated the download and the corresponding description after uploading version 013. Give it another try...
Patience is a virtue which all TresCom members should have by this point, waiting for new levels and beta releases and so on. Should add that as a required tick box when new users register to the site.machf wrote:Oh, I totally agree with those points. But it will demand patience from you while I continue building the mazes...
Well, level 2 has 10 crates - and now the FireExpression again becomes too long and it crashes. So, I decided to break it into two parts, each on none trigger testing for 5 crates, and a third trigger performing a logical AND of both the other ones.machf wrote:I kept doing that, saving after updating, then closin the level, then reloading it... but then it happened AFTER I edited the last trgger, while I was saving.
Guess what I've just found out? Strings in t-scripts (the part between quotes) can't be more than 128 characters long (or maybe it's 127, I don't know for sure). I had 6 triggers whose names were 21 characters long, I was making a FireExpression of the form "@Trigger01-00 & @Trigger02-00 ...", it worked fine when I had only 5 triggers in it, but as soon as I added the 6th one, TresEd crashed. GeomAdd would crash, too, as soon as I attempted to import a TPM file with that long string in its values.txt file. I had to rename each of the 6 triggers to shorten their names, so that the FireExpression wouldn't be too long.
Now I'm going to test if the triggers are working fine. If they do, I'll upload this version...
Half-Life 1 developers did a funny way to handle triggers. They made it so if a trigger expression finishes a FunctionRotate had been activate. This in turn unblocked a Laser causing damage to a trigger behind it which triggered the actual action. What I could imagine is having a hidden physics object under the floor. Then the trigger expression fires the object is un-frozen falling down touching a trigger. Each expression combination triggers one such object. When all fell down the final trigger expression is valid and fires. Does this sound like a plan? Never tried this myself but from what I remember from TresScripting it should be doable with little effort.machf wrote:Remember this part?
Well, level 2 has 10 crates - and now the FireExpression again becomes too long and it crashes. So, I decided to break it into two parts, each on none trigger testing for 5 crates, and a third trigger performing a logical AND of both the other ones.machf wrote:I kept doing that, saving after updating, then closin the level, then reloading it... but then it happened AFTER I edited the last trgger, while I was saving.
Guess what I've just found out? Strings in t-scripts (the part between quotes) can't be more than 128 characters long (or maybe it's 127, I don't know for sure). I had 6 triggers whose names were 21 characters long, I was making a FireExpression of the form "@Trigger01-00 & @Trigger02-00 ...", it worked fine when I had only 5 triggers in it, but as soon as I added the 6th one, TresEd crashed. GeomAdd would crash, too, as soon as I attempted to import a TPM file with that long string in its values.txt file. I had to rename each of the 6 triggers to shorten their names, so that the FireExpression wouldn't be too long.
Now I'm going to test if the triggers are working fine. If they do, I'll upload this version...
It didn't work, damn it...
I finished pushing all 10 crates into place, and the end game trigger didin't fire... I need to run further tests.
I shudder thinking what may happen when I build a level where you have to palce 20 crates...