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  Are Flipmap rooms limited to 10 per level?

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Author Topic:   Are Flipmap rooms limited to 10 per level?
possum problem
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Posts: 37
From:England
Registered: Feb 2002

posted 05-14-2002 01:45 AM     Click Here to See the Profile for possum problem   Click Here to Email possum problem     Edit/Delete Message   Reply w/Quote

I had 12 in my level but when I tested I found flips 10, 11, and 12 flipped OFF after a save-and-load and then stayed locked as the original room.

0 - 9 seem to be stable - I hope!

Anyone else had this problem?

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dnf raider
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Posts: 71
From:
Registered: Dec 2001

posted 05-14-2002 07:06 AM     Click Here to See the Profile for dnf raider   Click Here to Email dnf raider     Edit/Delete Message   Reply w/Quote
yes i had the same problem in my level lab42v i had 11 fliprooms and the 11th one din't work but only for mac users as for pentium users they din't seem to have problems.so each time that i'm creating a level i stop at 9 fliproom as you mansioned above.
DNF

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piega
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Posts: 529
From:Netherlands
Registered: Dec 2000

posted 05-15-2002 01:27 PM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
Maybe the size of the flipmap counts? I have 15 flipmaps in the level and I really can not lower the number. They are all small and they work. I have no mac so I would like to know if it really depends on the mac or just the size of those rooms.

If your flipmaps are big try to resize the rooms to smaller parts by deviding the rooms and connect them again so only the nessesary collums or slopes will flip. In this way the flipmaps are smaller and maybe they will work because of the smaller memory they take?

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psiko
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Posts: 1132
From:unconsciousness
Registered: Mar 2001

posted 05-17-2002 11:34 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
yes, the size counts
You should consider that a "flipmap" is nothing else that "a huge amont of polygons" loaded at the same moment by the game.

My levels are "open space" levels, so they seem really HUGE, but actually they are really little in the map! It is because until now, I used "huge" flipmaps who made the game to crash even when pressing the switch for them. For this reason I had to "stop" the level in order it could work in any playable occasion... It was because I went over the amont of polygons allowed.

A "trick" is to NOT use static objects on flipmaps. When you flip a room, they are conted TWICE if you keep them in the flipped room...

No static objects mean LESS polygons on total for the engine. Sometimes I had to put away many static objects from the MAP, (even in different and FAR places from the flipped rooms) without deleting or changing any of the rooms, just to avoid all the crashes and the problems

[This message has been edited by psiko (edited 05-17-2002).]

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