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New rewire panel has blank interface #181
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Further. I tried merely cloning the rewire panel that turns on the gas in the server hub area. I believe it's the same zone. I may play with cloning it closer to the other panel to see if the clone is fault or it indeed just a different |
Cloning the panel produced initially a new box again at floor level (what is with the coordinates being offset?). What I found strange is that this is with the panel coordinates in the server_hub zone changed and the door mover changed it replaced only the bare housing object in the original location, If these movers are all separate then it would be a nightmare Anywy, I reverted all of this and backed up the mover file before changing so as to not break anything. I'm back to square one though. Still can't create a new, working rewire panel. |
The problem is indeed like the one in #144. I managed to fix it with the following steps:
The screen has nothing to do with zoning. I think zoning is used to unload areas you are not in to not overload your device, especially if it is slow. The entities in a zone (with some exceptions - sometimes doors are directly referenced as an entity in a zone) are stored in a TriggerSequence to be used as a reference of which entities a zone should hide/show. There will be no performance issues if you leave 20 new entities unzoned, but if you make a whole new area with walls, ceilings and floors it is best to zone them or it might slow down your game. (I hope this is an accurate explanation of zones) |
Cheers for the explanation @Const1702 - if this fixes the issue then I'll close it as we've got #144 to track the general issue :) |
Wow!!! It works! I'm floored. Yeah. I can see how zoning works to seemlessly load areas for resource saving. Probably was for consoles since PCs Thank you again and many thanks! |
... oops! I closed it too soon. Before I close this and since we're on this subject of rewire panel. When cheat engine shows X is say 20. I had to set it to I think 23 to place it at eye level. This is the positioning in CE and the coordinates in the commands editor. The result of the position is about -3 in the vertical direction. |
Just checked inside the actual The Random side note: while looking in the composite I noticed that the CMD_PlayAnimation for the rewire closing anim still exists (as seen in the original dev diaries), they've just unhooked the start event on it - I assume it was removed to make constantly re-accessing the same point a bit quicker, but I believe doing this introduced the bug people sometimes get where you can get stuck at the exit stage 🤔 |
Great. That explains a bit. Thanks once again. I'm still floored tht the missing rewire panel screen was solved so fast. |
Trying to spawn a new rewire panel in Tech_Hub map.
The zone is ServerHub and I spawned a save point successfully next to this as shown. The location is in the by the upper lever
in mission 10 where there is are steps up an a terminal in the corner.
The problem is the rewire panel always has a blank interface.
I made proxies to the assets in UpperLobby for the rewire panels there sort of as a lark to see if I could.
I can hear TAB button changing the room but the interface is unlit.
Is this related to #144 ? Seems at least partially similar.
For all I know I've mucked up the entire thing, but I seem to remember having problems making a rewire panel in TecH_comms too.
I ended up linking the new panel to the existing panels near the external comms panel. In that instance it worked; I get nothing here but a blank face.
Also, the rewire box kept spawning in the floor when using the coordinates gathred from cheat engine . I had to offset them
vertically by 5-6 points and the rotation is 180 degrees from that of the save stations. This also happened with the panel I'd spawned in Tech _comms so that might be exclusive to the rewire panels. Stil seems a bit odd though.
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