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View Full Version : why do dmaps suck at life?



Sirklawd
05-15-2002, 01:51 AM
a few questions:
heres my prob, i have my start screen, and my overworld on the same map, but separated into 2 different dmaps to have 2 different midis play. this worked, until i warped off the overworld to a different map, then came back...when i did, it played the midi from the start screen dmap instead of the one selected for it

so, does the start screen (initial start point foor the quest) have to be on dmap 0?

also, why does my dmap list occasionally get rid of "0" and make whatever was on "0" become dmap "1" and thus push everything forward on the list?

Starkist
05-15-2002, 02:57 AM
The initial start screen is on map 0. However if you check the 'Continue Here' box on a dmap you will continue from there after you reach it and quit.

As for the other problem, I hae no idea.

C-Dawg
05-15-2002, 08:23 PM
SirW, I had that problem with the first 192 occasionally. Sometimes, totally at random, the Quest editor would push the numbers of all the Dmaps up by one in the Dmap selection window. It never affected gameplay, though, so just go by your Dmap titles and not numbers when you design with them.

-C

Sirklawd
05-16-2002, 01:15 PM
ya, i just recently learned the power of naming DMAPs..