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Originally Posted by Robo4900
Thank you too. ![Smilie](images/smilies/smile.gif)
siding with 1.3 in the end, we can use this fix for the other airboard ditches, though that would mean more levels being fan-modified, which opens up more possibilities of errors.
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I agree that this is a problem.
I'm happy, too, that odd sprites on airboard ditches won't be a problem just in case.
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broken Jungrock flowers bug?... I wonder if we can fix that with a level fix too. What precisely is the nature of that bug?
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It's only a minor difference, but it's nothing gamebreaking. Here are videos:
http://www.lixgame.com/etc/jungrock-flowers-1.2.mp4
http://www.lixgame.com/etc/jungrock-flowers-1.3.mp4
Jungrock is the 3rd planet in Episode 4. To skip levels: P, backspace, LAMER.
I've promised a full comparison, which will still happen, but it's also important to tell right away that the Jungrock flowers aren't game breakers at all.
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I wonder if "Good" 1.2 was an accidentally-used beta version, whereas "Bad" 1.2 was the finalised version of Jazz 1.2...?
It's just a shame that "Bad" 1.2, as well as 1.3, ended up screwing up so much in episodes 1-6...
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I agree. The succession is most likely good-1.2, then bad-1.2, then 1.3. Epic fixed things and accidentally unfixed others.
You have sound reasoning that the long Tubelectric is an unfinished beta -- why else would the designer put a shield if there are only a few turrets ahead on Hard mode. There seems to be no other compelling reason to revert this longer Tubelectric when developing the good-1.2 into the bad-1.2; indeed, this reversal introduced the missing spring problem into the bad 1.2. Strangely, useless shields/invulnerabilities appear in many other levels, too, e.g., end of Letni 2, Technoir Secret, Scraparap 1.
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I would say that's preferable to 1.3's totally borked Orbitus
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Orbitus 2 must become easily passable in any outcome, for sure. ![Smilie](images/smilies/smile.gif) The choice is between (1.3 executable with a fan mod of Orbitus 2) and (1.2 with 1.2's native Orbitus 2).
-- Simon
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