Feels like a short month, almost entirely due to postponing last month's post. Any case, back in a working schedule without a hitch.
Here's what got done:
-More modeling progress on shuriken ring first person. It seems so far at least 3 of the sequences have been both animated and refined. Progress isn't swift, but I'm keeping at it.
-Fixed a bug with quest markers not activating properly on travel. You'd travel, it'd track objectives, THEN it'd set up the quest. A little "hook" was tossed in to reference updating quest trackers after new objectives setup.
-Fixed a bug with quest setup attempting to activate on the wrong map, depending where the quest was gotten vs fulfilled.
-Fixed a monstrous bug where quests would fail to setup objectives, track objectives, and complete after traveling to a quest map and back. Funny one. Turns out GetMapURL() starts returning an ENTIRE chain of folder URL's, and then the map name with a .dxs (save file) extension on the end. Brilliant native coding there, Epic, as it seems to be a shared fault in UE1. Any case, a special function was devised to detect when this happens, and trim out both the folder directories AND the .dxs extension, properly outputting the original map name both before and after .dxs directory saving.
-Some more stability and resource consumption testing upon lots and lots of map travels. Nothing conclusive yet, but we're keeping an eye on this to make sure everything in Hatchet runs squeaky clean.
Feels like a short month, almost entirely due to postponing last month's post. Any case, back in a working schedule without a hitch. Here's what got done: -More modeling progress on shuriken ring first person. It seems so far at least 3 of the sequences have been both animated and refined. Progress isn't swift, but I'm keeping at it. -Fixed a bug with quest markers not activating properly on travel. You'd travel, it'd track objectives, THEN it'd set up the quest. [More in full post]
Posted by WCCC on