If it's a bug it makes a lot more sense to me... Is there any other way to fix it if I don't ACS it?Nevander wrote:That actually looks like some kind of bug. Somehow G/ZDoom is getting confused and thinks MAP00 is NRFTL's LEVEL01. Try doing this instead from an ACS script instead of a direct line action:
Code: Select all
ChangeLevel("MAP00", 0, 0, -1);
Hub Homeworld
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
Re: Hub Homeworld
Re: Hub Homeworld
If it's a bug it'll likely be fixed quickly.Hidden Hands wrote:If it's a bug it makes a lot more sense to me... Is there any other way to fix it if I don't ACS it?
Meanwhile, as a place-holder, just use the ACS method - if, for nothing else, at least to check your pathways are working as intended.
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
Re: Hub Homeworld
Due to the constant issues I had making this HUB world, I have made the creative decision to remove the hub world entirely from the game. It's sad, as now the game is a lot more linear, but the hub world idea has been kept aside for either a future update or more likely, even a sequel. This will give time to sort it out at a later date.