Page 7 of 10

Posted: Fri Sep 23, 2011 3:08 am
by gameboy991
I actually solved the problem. Having said that, I now feel really stupid since I caused the problem in the first place. :oops:

Posted: Thu Oct 06, 2011 7:11 pm
by md
I found a glitch:

When you type in the adventure name (lets call it "Adventure01") and then make the level, the level's name becomes the adventure's name ("Adventure01"), but then if you change the adventure's name (lets call it "Adventure02"), the level's name does not change (remains as "Adventure01"). So when you save your game and load it, it would say "Adventure01" instead of "Adventure02". Unless you make a new level when the adventure's name is "Adventure02", but the other level will remain as "Adventure01" (unless you hex-edit, or delete the file and restart). :?

Posted: Thu Oct 06, 2011 10:28 pm
by Master Wonder Mage
Changing the adventure title is not the same as changing the file name. In order to change the file name you have to go into the editing folder and change it there.

Posted: Sat Oct 08, 2011 11:12 pm
by md
md wrote:I found a glitch:

When you type in the adventure name (lets call it "Adventure01") and then make the level, the level's name becomes the adventure's name ("Adventure01"), but then if you change the adventure's name (lets call it "Adventure02"), the level's name does not change (remains as "Adventure01"). So when you save your game and load it, it would say "Adventure01" instead of "Adventure02". Unless you make a new level when the adventure's name is "Adventure02", but the other level will remain as "Adventure01" (unless you hex-edit, or delete the file and restart). :?
Forget about this glitch. It's because I forgot to go into the level when I changed the adventure name. :)

Posted: Sun Oct 09, 2011 12:19 pm
by Master Wonder Mage
In one of my levels, I have a section where you have to guide two chompers through a series of firetraps. However, the chompers won't die if they get caught in the fire! Does anyone have any idea what would cause this?

Posted: Sun Oct 09, 2011 3:14 pm
by TheThaumaturge
Wow. I have no idea, it seems like if they had the properties of a dragonturtle, since they don't die in the fire. Maybe it has something to do with that?

Posted: Sun Oct 09, 2011 5:30 pm
by ab-47
That depends about the speed of the chompers and the speed of the firetrap, It also won't Work If it was in a dialog. (I guess)

Posted: Sun Oct 09, 2011 5:36 pm
by Emerald141

Posted: Sun Oct 09, 2011 5:38 pm
by Master Wonder Mage
Wait what? ARE CHOMPERS IMMUNE TO FIRE TRAPS!!!!!??????!!!

Posted: Sun Oct 09, 2011 6:54 pm
by MyNameIsKooky
Master Wonder Mage wrote:Wait what? ARE CHOMPERS IMMUNE TO FIRE TRAPS!!!!!??????!!!
Yep. I ran into the same problem a while back.

Posted: Sat Nov 05, 2011 12:35 am
by Emerald141

Posted: Wed Nov 30, 2011 11:59 pm
by Emerald141

Posted: Thu Dec 01, 2011 12:13 am
by MyNameIsKooky
I got the problem too. It think it has something to do with your graphics card.

Posted: Thu May 24, 2012 12:41 pm
by Dark Drago
I downloaded WAE today and the problem is; its telling that cannot write adv into downloads inbox
And later when it compiled and I opened player.exe
It MAV's in the unpacking screen

Posted: Thu May 24, 2012 6:53 pm
by jozsefkoma
Dark Drago wrote:I downloaded WAE today and the problem is; its telling that cannot write adv into downloads inbox
And later when it compiled and I opened player.exe
It MAV's in the unpacking screen
Try to reinstall the editor.

Posted: Wed Jun 27, 2012 12:38 am
by MyNameIsKooky
Apparently bookshelves glow in the dark. Bother.

Posted: Wed Jun 27, 2012 12:40 am
by StinkerSquad01
MyNameIsKooky wrote:Apparently bookshelves glow in the dark. Bother.
RADIOACTIVE BOOKSHELVES!!!!!!

Posted: Wed Jun 27, 2012 10:31 am
by Dark Drago
MyNameIsKooky wrote:Apparently bookshelves glow in the dark. Bother.
Nice observations!
:D

Posted: Fri Jun 29, 2012 5:44 pm
by Wonderman109
MyNameIsKooky wrote:Apparently bookshelves glow in the dark. Bother.
So do beds and pillars.

Posted: Fri Jun 29, 2012 5:45 pm
by StinkerSquad01
WONDERLAND IS HIGHLY RADIOACTIVE!!!

Posted: Fri Jun 29, 2012 5:45 pm
by Wonderman109
StinkerSquad01 wrote:WONDERLAND IS HIGHLY RADIOACTIVE!!!
*facepalms*

Posted: Fri Jun 29, 2012 11:12 pm
by MyNameIsKooky
Wonderman109 wrote:
MyNameIsKooky wrote:Apparently bookshelves glow in the dark. Bother.
So do beds and pillars.
Not for me. Maybe it has something to do with our computers' graphics cards or something?

Posted: Fri Jun 29, 2012 11:24 pm
by Wonderman109
MyNameIsKooky wrote:
Wonderman109 wrote:
MyNameIsKooky wrote:Apparently bookshelves glow in the dark. Bother.
So do beds and pillars.
Not for me. Maybe it has something to do with our computers' graphics cards or something?
Maybe, but I think MS just designed those wops like that. you can find it in WA too, in the level with Jedlic's windmill, if you cheat-win in the first room.

We can make a poll on whether this happens to other people and see if it's a graphics card problem or programmed intentionally for everyone. If it's the latter, we can make dark room puzzles with glowing furniture as lights.

Posted: Fri Jun 29, 2012 11:27 pm
by StinkerSquad01
Wonderman109 wrote:
StinkerSquad01 wrote:WONDERLAND IS HIGHLY RADIOACTIVE!!!
*facepalms*
Why the facepalm? I was only trying to make a silly comment.

Beds and pillars don't glow for me as well. Also, there aren't any static lights in wonderland, its either the global lighting or a Glowgem, streetlamps and such do not produce a light aura.

Posted: Fri Jun 29, 2012 11:37 pm
by Wonderman109
StinkerSquad01 wrote:
Wonderman109 wrote:
StinkerSquad01 wrote:WONDERLAND IS HIGHLY RADIOACTIVE!!!
*facepalms*
Why the facepalm? I was only trying to make a silly comment.

Beds and pillars don't glow for me as well. Also, there aren't any static lights in wonderland, its either the global lighting or a Glowgem, streetlamps and such do not produce a light aura.
Sorry for the facepalm. I just don't like radioactive Wonderland. (It's a level I'm working on and it's driving me up the wall! :lol: )

For the glowing, I guess it really is a graphics glitch...aww. :lol:

Posted: Wed Jul 04, 2012 2:01 am
by Wonderman109
DP

I found another magic glitch.

I finished playing YoyYot's Tomb Raider level with 9 Pop chargers, then loaded a savefile from MNIK's Mr. Zurkon's House and I has 9 Pop charges! And they worked too!

Posted: Wed Jul 04, 2012 2:01 am
by Wonderman109
DELETED

Posted: Wed Jul 04, 2012 3:48 am
by StinkerSquad01
This is old news. Infinite magic has been around for a loooooong time.

Posted: Wed Jul 04, 2012 6:29 am
by Derp
Well, I was about to test my Silver and Metal textures, I compiled the level and clicked the player. I got onto the main menu and selected my level, Then the screen zoomed in to black, Like usual... And then it just froze. My curser froze. I checked the task manager and it said: Not Responding, Next to Wonderland.
This keeps happening. :?

Posted: Wed Jul 04, 2012 8:03 pm
by Wonderman109
StinkerSquad01 wrote:This is old news. Infinite magic has been around for a loooooong time.
This wasn't infinite, it ran out after all 9 shots were fired or when I left the area, like a regular glove of magic. :? :P

Also, I found out that (not exactly a bug) certain objects automatically change the logic of the tile they're on regardless of what the current logic they're on is.

Active Gate/Door/Tollgate=Wall

Inactive Gate/Door/Tollgate=Floor

Button or Command Button of any Sort=Floor

Cage=Floor (Due to this you can sail on a spring through a cage because you didn't step on the tile where the cage it is.)

Brr Float=Ice (obviously)

Command-Deactivated Transporter=Floor on the tile it was on when deactivated

Thwart=Water (If you deactivate one via CMD 2 (or CMD 5 sometimes), its shadow is still there
and it can't be walked through.

Some objects you'd expect to have this glitch but don't:

All Items (but we already knew this)

Firetraps

Fireflower (again I believe most people who play WA know this already)