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Yeah other people saw it 'open' too, but couldn't go in.
After like half an hour it was closed again, though. |
If u saw it open, means someone did somethin to it because it was always closed. U found a rare moment
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Recently Ive seen a lot people use a glitch or lag to get between the sides of MoD Fort and the trees that are supposed to prevent that. It would be nice if more trees, or rocks were placed on both sides of MoD to prevent people from using this glitch.
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While egg hunting I found a couple of tile errors.
This is by the fishing guy in swamp. http://i.imgur.com/1ymvhi9.png http://i.imgur.com/QUpIKOn.png next to archery. http://i.imgur.com/XVp0pXd.png North of battle arena. http://i.imgur.com/YFlZjuK.png A lot of cliffs have this error. http://i.imgur.com/tzv9IqL.png |
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Especially the one near the school. |
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Just need to add it to tileset or use a npc.
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Delta Island where you cross towards the castle has cliff tile errors.
I give up on cliff tile errors. If I travel between Delta and Graal Castle their are just too many of them. |
Need some incentive to continue this, honestly. They're still out there.
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I went through people's posts and fixed what I could. If you see anything keep posting it here.
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Oasis has loads of tile errors. On cliffs
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Instead of having a massive tile error ridden island for vip, we should get a personal level! I'd love to play my level in iClassic that I made.
Here's some errors in the guild house with the waterfall cave and the spar arena |
I reckon Oasis should get a large revamping, so there's like, updated graphics and new tiles. Hence meaning less tile errors :o
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I combed through a few I missed a while back and everything should be fixed now. I appreciate all the posts they are very helpful. I have been inactive so they weren't getting fixed, but now I have the time to read it actively. If you find anything, take the time to put it here!
I am also working on fixing the oasis cliffs, so no need to post those. |
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Attached are my cliff error finds for the main overworld so far. Not sure if you want to count the first one as an error, but it's definitely an inconsistency. The ones in Deadwood are southern cliff tiles that are proportioned incorrectly.
I will never include the cliff by Fuitad's (old name for place north of The Joint, west of the bridge) because its tile errors pretty much need to be taken as sacred. Edit: Balamb Island has the same cliff tile errors as Deadwood that I posted examples of. Air Asia Town was also full of them when that was around. Don't know about the VIP Island because I don't have VIP. Also, my previous cliff tile error statement was primarily because the visual cues I used were for older cliff tiles. |
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Found another one.
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Fixed the tile errors, will fix the rear cliffs that are incorrectly tiled later.
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Not sure if you missed the screenshot I put in a separate post, or if you got your changes overwritten. In the meantime, that cliff in Swamptown and the ship dock at Delta look good to me now.
Edit: I'm going to double check by going up to Snow Town because there's a chance the level is cached and that's what I might be seeing. Okay, double checked and I still don't know whether there's a cache issue there. I guess you can find out. Found a bunch more cliff tiling errors in Snow Town though. Also, for some reason, the tileset for Snow Town didn't load for me. |
Fixed, gib more.
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You missed one that I posted (albeit you fixed the more obvious error from the same screenshot). Here are some more, this time with more annotation.
In graal-cliffs-14.png, I'm not so sure whether to call the middle circle a tile error. I never really tiled that style of cliff junctions because it always looked like a massive tile error to do them that way. I neglected to annotate similar cliff junctions. Also, you might just want to temporarily change your tileset to make the dirt-cliff-edge tile a solid red square when editing so it's easier to identify where that mistake is. There are stray uses of it all over Snow Town. |
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Did some rounds in the cave system (y'all should hook it up with fox's cave somehow).
Edit: added one from near Snow Town. The same junction closer to my char is def. not consistent with the one circled. Number one thing that irritates me now (that missing half-gate). |
Fixed everything except for graal-cliffs-19.png (too lazy to redo since a lot of the cliffs there are connected). The grass patch in graal-cliffs-13 is because of your tileset (its snow online) and the other side of the gate appears for me on my client so it could be a cache problem on your end.
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edit: think i got it edit2: ya fixt |
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Haven't taken a look at the cave fixes yet. Here to report some more in Snow Town, but mainly misuse of a cliff tile in paths.
Some more east of Sardon's More corner issues to add. All makes me wonder why anyone even bothered to write over my cliff tiling anyway. It's like no matter how many errors I discover, more and more appear. Also to add, I'm still seeing the graal-cliffs-18.png error. |
The left-most error on graal-cliffs-34 (even when fixed) is a tileset error, it happens on all the grass cliff turns in that direction. I think the 18 error was intentional. I'll see if Dusty can fix it up with gfx.
Rest is fixt. |
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Regarding graal-cliffs-34.png, both of those junctions appear correctly west of Taylor Richaard's. The graal-cliffs-18.png, why would anyone do that intentionally? It's inconsistent and ugly.
Okay, so regarding graal-cliffs-45.png, I'm not expecting anything to be done about the beach junction, I'm just pointing out that it's incredibly awkward. You can take it on as a challenge if you feel up to it. Also noticed a couple more cliffs with incorrectly tiled north-faces in York Town, but it's certainly not as prevalent there as it is in Balamb and Deadwood. |
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graal-cliffs-42 isn't necessarily a tile error. It's a standard way to do that transition with default pics1.
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1v1 mid sf no runes p***y winner gets an uncommon item |
How did Imprint become levels staff? I haven't seen any of his levels :/
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I honestly would say I have no idea. I would swap out for the original pics1 if I knew how to do that on Facebook because then I could provide feedback consistent with that tileset. If I see a tile that does the transition a lot more smoothly I'm going to assume it's supposed to be the tile that gets used. I've attached with red circles what I would also consider tile errors if I saw an instance of a tile that better performed the transition. P.S. @Imprint (I assume Crono knows), Deadwood and Balamb north-facing cliffs are still incorrect. |
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Forgot to upload this one the other day.
Others outstanding:
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Anyway, here's another error south of Swamp Town. And... another one near that unresolved northface shadow. Another northface shadow error right at Delta Island cave entrance. Adding this next one. I don't consider it an egregious tile error, and I haven't really been reporting this kind of error where it's hard to avoid it. But when I'm done finding the really bad ones, I'll start reporting more of this type, which might possibly be only fixable via additional graphics. |
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http://i.imgur.com/HTPL00s.png All those "tile errors" are just a byproduct of the proper way cliffs should be tiled with pics1. Not saying they shouldn't be fixed, but don't be surprised if you find them in nearly every cliff corner. |
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I hate cliffs now. |
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