Oh, I thought I was the only oneSadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.
Oh, I thought I was the only oneSadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.
Regards
Carl Gustaffa - left this game due becoming Steam Exclusive
@NouberNou: For ACE, wouldn't be hard to fix at all. "At all" meaning that my fix could probably break some things, I have really no understanding of this whole mysterious addon thing. But ACE should be fully confident in implementing something that works 100%.
Ref pbo in ticket: http://dev-heaven.net/issues/9092
Rejected ticket showing why it is important: http://dev-heaven.net/issues/8504
Lol, just change the numbersPersonally I never liked a map starting at 000000. The only possible reason to have it would be to aid the map maker, possibly. You can find such maps, but for obvious reasons I don't expect them to be many
Check the supplied reference images in the ticket:
Hawaii - horizontal zero grid crossing in the center of the map.
JCOVE Lite - well outside of any zero crossings.
When flipping y-axis the correct way, that increment issue won't happen.
To get 000 at "world bottom start", use the following values for offsetY:
Utes: 5000
Chernarus: 14000
For worlds that inherits from CAWorld/DefaultWorld (?) without defining it, we should probably skip trying to use "world start" since we don't know the size of the world, and use a relatively high number, i.e. 50000 for offsetY. That should be enough for most islands to avoid zero crossings. If 50000 is used on Chernarus, it will start at the bottom at 360 and increase to 500 at the top end (just for reference).
Last edited by CarlGustaffa; Jun 26 2010 at 07:12.