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#xxl

mr.rubinshtein
hell ye
pegperegogaucho
if i'm able to do something new, i'll post it here 😛
mr.rubinshtein
:PogClappa:
mr.rubinshtein
keep it up
mr.rubinshtein
keep the juicy discoveries coming
mr.rubinshtein
:yummylips:
adrientd
Will we have new puzzles with elevators? :PogU:
pegperegogaucho
:PauseChamp:
pegperegogaucho
idk
pegperegogaucho
maybe
pegperegogaucho
I've also thought about something like in XXL2, where you need to hit the targets in the arena that go up and down. Maybe that is also possible to remake :HmmChamp:
pegperegogaucho
@adrientdwhat do you think about my "workaround", do you think there will be side effects?
adrientd
I wouldn't say it's the best solution, and no idea about side effects
pegperegogaucho
The problem with the goddamn dynamic grounds is that the Ids carry over from sector to sector so even if you insert a new one into a sector, you need to correct the others :WeirdChampR:
adrientd
Normally if they are stored into kobjref or are "bound" in the KPostponedRef, then they are corrected automatically on save.
adrientd
KPostponedRef was made to decode references later (postpone the decoding), as sometimes the sector index for the object, that is required to decode the reference correctly, is found after the reference.
pegperegogaucho
Yup
pegperegogaucho
But why don't you use the sector from the life (at least for the hooks)
adrientd
I think I do
pegperegogaucho
oh yeah right, but only for the node in the ckhook class :PepeHands: