When selecting multiple entities, the properties

3
Jan
0

When selecting multiple entities, the properties window does not update with the latest object’s information. You’ll see the first selected object’s info until it has been deselected.
- When moving a brush, or a selection of brushes, DEdit is sensitive to grid sizes that are larger than the selected object. If the grid is sufficiently disproportionate you will be unable to move your selection, no matter where you click. DEdit will instead deform the selection when you drag. Press CTRL+Z to undo such a mishap, reduce the grid size and try again.
- When copying and pasting information between maps, you must have both maps open in the editor during the paste operation. If you don’t, DEdit will most likely perform an illegal operation and crash.

3D window has inaccurate entity selection

31
Dec
0

3D window has inaccurate entity selection. When you go to highlight an entity in the 3D window always make sure that you got the intended object selected. DEdit will frequently pick objects directly behind the one you intended to grab, it seems as if the selection trace starts at the far end of the map and works its way towards your viewpoint.
- When selecting multiple entities, the properties window does not update with the latest object’s information. You’ll see the first selected object’s info until it has been deselected.
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There is no brush scaling tool available

29
Dec
0

There is no brush scaling tool available. I.e. make sure you’re working on the desired scale before locking down detailed structures.
- Entities don’t snap to grid. This includes lights, monsters, equipment, etc.
- There is no toggle for the visibility of common archetypes. I.e. you can’t automatically toggle the visibility of a certain class of entities (detail brushes, lights, monsters, etc.), only what map nodes you have manually grouped.
- Multi-part map-effects usually can’t be copied and pasted without losing the functionality of the object. The settings of mirrors, doors, breakables, etc. all require resetting surface flags, target names and other information to work properly.
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Never have the node window open when you use the undo/redo function

26
Dec
0

Never have the node window open when you use the undo/redo function or close a map down, or you may experience a temporary system slow-down of some magnitude. The larger the map, the longer the lock and you will not be able to multitask efficiently while DEdit does whatever it is it does during this stage. If this happens to you, which it most likely will at some point, you can look at the node-window’s slider-bar for an indicator of how long your system will sit there (once the bar has stretched the length of the window you’ll be back in business). You may have any other project window active without experiencing this problem, so make it a habit to check before you undo/close. I usually switch directly to the properties window the moment I’m done working with map nodes.
- Never try to group a map node into itself. This mistake is easily done when you’re selecting things for grouping. DEdit will cause an illegal operation and crash to desktop if you do this.
- Never attempt to draw a brush if not in brush mode, or you will create a problem brush. Process your map with the -SELECTPROBLEMBRUSH parameter if you get this problem. Next time you load the map DEdit will have automatically selected the problem brush, which may otherwise be impossible to track down. Delete it!
- DEdit will at times add “ghost vertices” to your brushes. You can see a brush has been warped when you select a single brush, and the selection outline is bigger than your brush outline. Although these brushes don’t cause problems with any game mechanics they do make the map view messy and complicate dragging brush-sides. To correct the problem, observe where the selection outline extends its logical boundaries, go to vertex mode and drag a selection box over the extruded area. Once selected the mutant vertex will show up and be ready for deletion.
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Combat should only be challenging to newcomers

23
Dec
0

Combat should only be challenging to newcomers of the genre.
o Skill 1, “Daydream”. Mastery of strafing should not be a requisite in being able to complete this setting.
o Skill 2, “Sleepless”. A player with accurate aim should have enough ammo to resolve combat without heavy use of melee.
o Skill 3, “Cold Sweat”. Here’s where it get tough and you have to count your bullets, watch your weapon-selections and expect to have to deal with quite a few monsters up close. Players unable to strafe will likely not be able to complete this skill level.
o Skill 4, “Nightmare”. Only for those who have already beaten the game and feel like taking on an unfair challenge.