Ok, I guess it's about time I try to set aside a few minutes to actually DO something, rather than just hang around the forum, so I thought I'd botch something together in that there Ahra Pahts shell I reserved, before it's the lone empty shell in the whole city...
My original plan for the shell was scrapped early, because it's story introduced a lot of pre-us very specific history, to Ahra -- something I'm in no position to do. The makeshift backup solution was scrapped for tecnical reasons (it was going to be a 3-player giant board game thingummy, but I never did flesh out the mechanics, nor did I get animation and physics to coexist nicely).
So, instead I'm just ripping part of a location from another age, that will never go anywhere, either and dropping it into the shell, although it doesn't really fit there. I have began expanding on its excuse for being there to a worrying degree though - turning out to probably become a good bit more work than intended - looks like I'm keeping some of the backup plan stuff for a future puzzle... :P
Right, introduction over with, here are questions:
1) The shell contents is mostly a waveset. Now, with the new-ish neat paging in and out of shells, we apparently have to put such stuff on a page that sticks around, or they won't work. I have done this, enumerating it 1000+myshellnumber, as suggested and this works well. The question is: Is this approach taken up as an Ahra Pahts official building standard, for such problems and if so; are these pages also where we'd put low LOD coulisses of our shells, along with their associated visregions?
Speaking of the paging... I suppose linking in to Ahra Pahts, to any other link-in spot than the defualt one, would make the paging script unhappy? :7
2) Some of you may remember that one guy was having problems with a footstep region only partially working, on a bridge he had made... Now, I just noticed that when a (hard) region is given bounds, it is only active when you are actually in direct contact with a boundry surface, as opposed to the inside_a_volume or entry/exit stack thing. Is this behaviour known and its use not depreciated in any way? -Because in many, of not most, cases, I believe I prefer it that way.
3) There are flags or functions, which allows you to dis/enable physics for objects apparently, which Cyan themselves allegedly uses often, to temporarily animate things, before handing them back to mother gravity. Do we have alcscript for this? Also, is there a flag for interactive collision detection somewhere, so that one might have two balls bounce off eachother, rather than pass through eachother, like ghosts?
Hmm, I'm sure I had more questions... Oh well, you could no doubt not take any more of my incoherent ramblings anyway...
Pleasant building, everyone.