View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000566 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-04-11 03:44 | 2017-04-18 03:06 |
Reporter | RockstarRaccoon | ||||
Assigned To | |||||
Priority | normal | Severity | tweak | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Summary | 0000566: Missing polyobject errors should be non-fatal | ||||
Description | When screwing around with remaking Hexen maps, I'll often pull in the original and put it somewhere nearby, so I can screw with ideas on it and look at it for reference. I alter, replace, and delete sections of it as I go. The problem is that, every time I accidentally delete a poly-object or something, the engine refuses to run the level. This not only makes testing a pain, but also makes no sense: why do poly-objects not being there matter so much that the level can't run? Please make it so the engine throws a warning instead of a fatal error when it can't find polyobjects. | ||||
Tags | No tags attached. | ||||
and this USED to be a bit easier to fix, because you could just put in a polyobject thing and check from that, but the latest GZDoom Builder update fixed the double-polyobject issue by removing the original Hexen one. | |
This errors out because long ago someone decided that the best way to deal with mapping problems is a hard abort. And for this code it never got changed. | |
Wow, yeah, that sounds both dumb and very believable. Thanks! :) | |
Date Modified | Username | Field | Change |
---|---|---|---|
2017-04-11 03:44 | RockstarRaccoon | New Issue | |
2017-04-11 03:49 | RockstarRaccoon | Note Added: 0001307 | |
2017-04-12 19:39 | Graf Zahl | Note Added: 0001323 | |
2017-04-14 13:28 | Graf Zahl | Status | new => resolved |
2017-04-14 13:28 | Graf Zahl | Resolution | open => fixed |
2017-04-18 03:06 | RockstarRaccoon | Note Added: 0001429 |