I changed it to the new snik snaks, but it doesn't work in this level!
Go here:
http://zomis.xplorer.nu/rnd/download.php?id=193
and see it!
supaplex scissors: don't get killed
Moderators: Flumminator, Zomis
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http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
Hi, People!
I can tell where bug is.
In init.h we see:
#define setMoveIntoAcidProperty(l, e, v) \
(setBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_CAN_MOVE_INTO_ACID, e, v))
#define getMoveIntoAcidProperty(l, e) \
(getBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_CAN_MOVE_INTO_ACID, e))
#define setDontCollideWithProperty(l, e, v) \
(setBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_DONT_COLLIDE_WITH, e, v))
#define getDontCollideWithProperty(l, e) \
(getBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_DONT_COLLIDE_WITH, e))
So bug is solvable by replacing can_move_into_acid_bits with dont_collide_with_bits.
I can tell where bug is.
In init.h we see:
#define setMoveIntoAcidProperty(l, e, v) \
(setBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_CAN_MOVE_INTO_ACID, e, v))
#define getMoveIntoAcidProperty(l, e) \
(getBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_CAN_MOVE_INTO_ACID, e))
#define setDontCollideWithProperty(l, e, v) \
(setBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_DONT_COLLIDE_WITH, e, v))
#define getDontCollideWithProperty(l, e) \
(getBitfieldProperty(&(l)->can_move_into_acid_bits, \
EP_DONT_COLLIDE_WITH, e))
So bug is solvable by replacing can_move_into_acid_bits with dont_collide_with_bits.
I don't really understand that. But it has to work if you do it in the game.
Something else:
The original supaplex in RnD is improved, because the snik snaks and electrons bite you.
But the extra supaplex levels aren't! Maybe it can be done, like it was done in the original levelset.
Something else:
The original supaplex in RnD is improved, because the snik snaks and electrons bite you.
But the extra supaplex levels aren't! Maybe it can be done, like it was done in the original levelset.
Visit my Boulder Dash website at:
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
http://www.bd-fans.com
Watch my avatar! That orange little thing is Murphy, the Supaplex star!
> I can tell where bug is.
> In init.h we see:
[...]
> So bug is solvable by replacing can_move_into_acid_bits with dont_collide_with_bits.
Perfectly right -- what a stupid bug (I probably have copied that and then not correctly replaced all variable names :-O ).
Thanks _A LOT_, DiPal, for finding this bug which I probably wouldn't have found for quite some time... :-o
> They probably need to be reconverted...Holger?
Yes, you're right.
> In init.h we see:
[...]
> So bug is solvable by replacing can_move_into_acid_bits with dont_collide_with_bits.
Perfectly right -- what a stupid bug (I probably have copied that and then not correctly replaced all variable names :-O ).
Thanks _A LOT_, DiPal, for finding this bug which I probably wouldn't have found for quite some time... :-o
> They probably need to be reconverted...Holger?
Yes, you're right.
> Everything's fine when you use the original level files, though.
Jup, right. In fact, when I wrote "reconverting", I thought "repackaging with the original SP levelset files", but for most people this is the same as "reconverting", so I wrote that...
Those who read my explanation how to use original SP files don't have to wait for that, of course, but can just start by themselves...
Jup, right. In fact, when I wrote "reconverting", I thought "repackaging with the original SP levelset files", but for most people this is the same as "reconverting", so I wrote that...

Those who read my explanation how to use original SP files don't have to wait for that, of course, but can just start by themselves...
