🔴 OPEN BUG: Leaving Terrain in Explorer Mode
🔴 OPEN BUG: Leaving Terrain in Explorer Mode
While using the NUMKEYs, you can't go any further south than the '4N' tile. But if you use the mouse to 'fly' south and not pay attention, the N value becomes 8600054 (or something like that) and the terrain disappears once you go off the map.
Re: Going over the edge of the map in Explorer mode
Right! We should handle this somehow.
But how?
Invisible wall?
At the same time, I should remove the You are leaving UN airspace string – I only realized from looking at damson’s TFX video that this string is from TFX and DID forgot to change it for EF2000/F22.
But how?
Invisible wall?
At the same time, I should remove the You are leaving UN airspace string – I only realized from looking at damson’s TFX video that this string is from TFX and DID forgot to change it for EF2000/F22.
Re: 🔴 OPEN BUG: Leaving Terrain in Explorer Mode
Either an invisible wall, or make the N/E values negative or something, so you can still see the terrain and not get completely lost.
I think it's good to able to go off the map as it would be useful when using a small test terrain for instance.
I think it's good to able to go off the map as it would be useful when using a small test terrain for instance.
Re: 🔴 OPEN BUG: Leaving Terrain in Explorer Mode
Can’t do negative values now – too complex. Coordinates are compressed into UAW_GlobalPoint (which I want to replace altogether some day) and it’s not a trivial change to make it hold signed values instead of unsigned ones.
That’s also the reason the terrain “disappears”: The coordinate wraps around to tile 65535 or something.
I’ll go for the invisible wall …
That’s also the reason the terrain “disappears”: The coordinate wraps around to tile 65535 or something.
I’ll go for the invisible wall …
Re: 🔴 OPEN BUG: Leaving Terrain in Explorer Mode
I downgrade this from critical to nice to have. First, I doubt that leaving the terrain is a major use case. Second, the fix becomes more complicated as it performs pretty bad when applied to all coordinates; it performs better but becomes pretty complicated when applied only to the viewer.