User talk:Digiku/Archive 1

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This is an Archive page for the discussion page of "Main Page". This covers topics from November 12, 2006 – December 2, 2007.

Digiku, due to the situation put forth to Hotdog and I, and the progress you've made, we have both in unison have decided to promote your status. Henceforth, you are now a "Bureaucrat", capable of actions that a moderator would have. Feel free to do what you want with them, in reasonable limits, of course. Welcome aboard! --Spazzo 18:56, 12 November 2006 (PST)

Well, the least you could do...

Pop up in IRC a bit. I haven't seen you around for a while. ~DarkWarrior

Hello :P

Hey Digi, just want to congratulate you for your fine work in making this a better place. Without you, I wouldn't have become inspired to start making my own contributions here. Let's hope this is the beginning of something big! --JJames19119 17:22, 8 December 2006 (PST)

Glorifying Linedef/Sector Types

I couldn't find any other place to put this. :D

Anyways, you're so great at revamping pages. It's astonishing. I look at your glorified Linedef Type 25 page and compare it to my Sector Type 982 and I can't help but feel insecure about my manhood. :D You've done such a fine, great job here and I can definately see why you've become an administrator here. It would be a no-brainer. (You've made people think you're running the wiki. XD) Anyways, the reason why I'm typing this up is because I wanted your opinion on how to improve the sector types pages. At the moment, most of them consist of maybe 5 sentences? A lot of it copies from their brethren too. (FOF Behaviour) I know it's most certainly as good as it could be and I wanted to see what you would do to improve it. If you can, I'll try my best to help as always.

About a note on your Permissions log

What are you referring to by "pending confirmation"? If you mean to ask me if the change in position is okay, sure, I don't care.

Also, you may want to make an article describing the new wiki staff positions. ~ Blue Warrior 15:55, 7 October 2007 (PDT)

That's my job, actually. =P ~DarkWarrior

Technical Data Info

How do I quickly gather the technical data? Many of these articles have been needing it, and I'd be very willing to do it. –SonicMaster

Sorry for being a little lazy and slow XD; I have commitments to attend to and side projects I like to do a lot of the time.

Look here. The "Statistics" and "Level Header" data is easy; the Things data, on the other hand, takes thinking. Read the page for more info; ask me for any questions. --Digiku talk 16:55, 31 October 2007 (PDT)

But that doesn't make sense...

See Image talk:CNTEA0.png. –SonicMaster 19:45, 30 October 2007 (PDT) EDIT: Added more comments. –SonicMaster 13:27, 31 October 2007 (PDT)

Heh, thanks for pointing it out. :) --Digiku talk 19:56, 30 October 2007 (PDT)

There are still more copyright notices to the other Mario-type Things and what not. I'll fix some right now. –SonicMaster 14:34, 7 November 2007 (PST)

I can batch edit the rest if need be. --Digiku talk 14:40, 7 November 2007 (PST)


Shouldn't the page be protected and the talk page be unprotected? Or does that cause problems for that article? –SonicMaster 23:42, 7 November 2007 (PST)

Hee hee, I overlooked that. The entire set should've been unprotected. --Digiku talk 23:46, 7 November 2007 (PST)

You're bothering me...

Um, I know it's a verbatim quote by N3ver to use that f-word, but...please, no one needs to be exposed to could have censored that out... I don't really want to leave the Wiki over something like this popping up here...
Note: I do leave sites for these kinds of reasons...

Please don't get mad at me for stating this... –SonicMaster 12:56, 10 November 2007 (PST)

Oh yeah, the IRC chat log. Yeah, I guess it's a second thought where I come from. Sorry 'bout that. Tell you what: I'll remove it from here and store it on my own folders. Vulgar as it is, it's also valid info on how passionate some people say about the topic. You've got a point, too. I do see that side as well. Remov'd. :) --Digiku talk 13:07, 10 November 2007 (PST)

Thanks. Glad you respect my ideas unlike some MB people I've met (that is also why I don't go there). I still remember someone on SVMB utterly bashing me for my conservative political views. –SonicMaster 13:15, 10 November 2007 (PST)

Yeah. Don't sweat it. :) --Digiku talk 13:22, 10 November 2007 (PST)

No fair...

I don't know how to make batch edit programs. –SonicMaster 14:35, 10 November 2007 (PST)

I did all the Sector Type pages manually. :(

But yeah, I employ several techniques to automate my batch edits. I batch upload files via a PHP script. I batch edit pages using the Wiki software itself. Would you like to learn more about such techniques? --Digiku talk 14:37, 10 November 2007 (PST)

Yes...only problem is that I don't know what articles really need it except the Linedef/Sector pages, but that would cause me to take massive amounts of screenshots and make massive amounts of WADs... –SonicMaster 14:42, 10 November 2007 (PST)

EDIT: Never mind, that Graphics article needs tons of things. Once I get all the proper screenshots, could you teach me how to upload them in mass?SonicMaster 00:09, 11 November 2007 (PST)

To batch upload screenshots requires that you have access to a webhost running PHP. Do you have such a webhost?

Anyways, don't worry about Graphics. I'll handle that myself. Actually, I want to keep a close guard on that page, so it's really important that it's done the way I want it to. Its completion is related to BSZv2. :) --Digiku talk 01:46, 11 November 2007 (PST)


Uh, many of the templates link to the sector numbers rather than common names. Therefore, if you're viewing Buttons 1-19 (Obsolete), the link on the template won't be bolded out and dehyperlinked. –SonicMaster 00:30, 11 November 2007 (PST)

Yeah. I didn't completely manage the page moves and linkings for Sector Types. So far, all the pages are named correctly (in whichever way they were moved) and the front Sector types page is correctly linked. However, odd double redirects are scattered and the template links aren't set up yet. Also note that some sector type names were changed, and the templates weren't changed to reflect that yet.

Hey, this is a good opportunity to tell you about Special:Export! I use that mechanism to batch edit pages. You can checkout a selection of pages at once, and then it gives you an text XML file to download. Save it to your computer, and open it up in Notepad. You can see the text and then edit it directly! A staffer can then import the changed XML file for you.

That's how I batch-edit pages. It's a pretty complicated method, but it works well with me 'cause I've been working with HTML for years. So here, what you'd do is feed Special:Export a list of pages, like so:

Template:Sector Types Damage
Template:Sector Types Death Pits
Template:Sector Types Friction/Wind/Current
Template:Sector Types Lighting
Template:Sector Types Linedef Executors
Template:Sector Types Location Sectors
Template:Sector Types Miscellaneous
Template:Sector Types Playfield Effects

Make sure both checkboxes are checked (save current revision only and save as file), and then click "Export". With any luck, it'll be saved to your PC and you can edit the text. It'll look very similarly to what's in the edit textbox on the Wiki. The only thing is that <'s are &lt;, >'s are &gt;, and "'s are &quot;, among two other replacements. If you can read HTML, maybe you can walk yourself around. --Digiku talk 01:44, 11 November 2007 (PST)

Wow, sounds complicated. I need to look into this... Anyway, I manually edited all the Sector Types pages. ^_^ –SonicMaster 21:16, 23 November 2007 (PST)

Level Design Rewrite

I just want to make sure you don't miss the fact that I have changed it... –SonicMaster

"Copyright status is uncertain"

Oh. My. God. You are way too obssessed with not breaking the law: it's something you could do in MS Paint in 1/2 a second! If you're so worried, make one yourself! Anyways, it's not like SSN would sue us for using the graphic; just like how gaming companies ignore that fangames are illegal! ~Kaysakado  • Talk 14:00, 12 November 2007 (PST)

Hey. Be nice. I'm that way too. And plus, this game could help Sega's profit immensely if Sega were smart enough to make a game very similar to this one... –SonicMaster 14:13, 12 November 2007 (PST)

When pigs fly. ;D ~DarkWarrior Talk • Contribs 15:18, 12 November 2007 (PST)

I know you hate me, Kaysakado, but as I always say: if it's easy, then do it. I've been surrounded enough by law-embodied statements and understood them well enough to come up with a statement of my own pretty easily; not to mention effortlessly. --Digiku talk 15:44, 12 November 2007 (PST)

(128-Bit Graphics + NO LAG + Wii + Easy 2D Map Editor + Easy 3D Map Editor + Easy 3D Character Creator + Easy Object Creator + SRB2 Core Gameplay) × Sega = good game + many reasons to still play SRB2 + the best thing that could happen to Sonic. If only Sega would realize this. But you're right, Dark Warrior. That will never happen.  ;_; –SonicMaster 15:46, 12 November 2007 (PST)

I don't hate you, Digi, I'm just saying you care way too much about legal status. ~Kaysakado  • Talk 15:58, 12 November 2007 (PST)

Hardly. I agree with what Digi is saying. The only reason I don't do the same is because I don't have his awesome batch editing stuff and copy/paste isn't worth it. ~DarkWarrior Talk • Contribs 20:02, 12 November 2007 (PST)


I'd like to say two things about BSZ:

  1. It's awesome! This has confirmed my decision to get NiGHTS: Journey of Dreams!
  2. Shouldn't there be like...a Chaos Emerald guide for BSZ or something, with proper spoiler tags? I can only find two. >_<

SonicMaster 09:11, 15 November 2007 (PST)

Love the compliments; thanks, SonicMaster! :D A Chaos Emerald guide isn't a bad idea. I'm not sure if I can write any such thing, though. I plan to be away for a little while (and actually stick!)

I want to incorporate JoD elements into BSZv2, actually. I hope I can. --Digiku talk 15:34, 16 November 2007 (PST)

Orphaned Pages

Shouldn't we do something about some of these orphaned pages? Some of them seem rather important. –SonicMaster 14:42, 17 November 2007 (PST)

Almost all the pages have category ties, so they're reachable either way. In that sense, they're not really orphans at all. :) Lag is pending possible deletion; it doesn't have categories, yet its purpose is questionable. SA-SRB2 lacks information; may require rewrite. --Digiku talk 15:15, 17 November 2007 (PST)

See Talk:LagSonicMaster 15:18, 17 November 2007 (PST)

...I need help with my NiGHTS map...

Since you know how to make these, I wanna ask...why can't Super Sonic transfer axes? When he comes to an axis transfer line, it just stops and wobbles the camera and displays two Super Sonic sprites. I can only reach the axis transfer behind me and the axis transfer I started at. That is the limit of my movement.

Things to know:

  • At least he starts on the proper axis transfer and the angle is set correctly for the first axis.
  • The flag values are correct à la Slumber Circuit Zone.
  • Transfer line vs. transfer is correct.

I even uploaded my file just so you can look into it and fix it possibly.

EDIT: Forgot to say this. My first custom WAD did not have these visual glitches. What did I do wrong?

Little forewarning: I forgot how to make a NiGHTS map. Seriously. XD

Anyways, the graphical glitches involve your thok barrier and your two control sectors. The thok barrier needs a "Back Below" texture. Set it to SKY94. Also, the Hidden Palace wall textures are caused by the control sectors being in the wrong place. Move them outside the level boundaries and you'll be good.

I'll figure out the NiGHTS track. Hold tight. --Digiku talk 19:24, 23 November 2007 (PST)

Thank you so much! If I submit it to the Official Level Design Contest, I think people will like it because nobody else seems to make NiGHTS maps besides you and...SSNTails?? Or whoever made Spring Hill Zone. You're a cool dude for helping me with this. Hope you can figure out what's wrong! ^_^ –SonicMaster 21:20, 23 November 2007 (PST)

Sure. :D I just did!

Here ya' go. I fixed the graphical glitches and the track. The main thing I fixed is that some of the axis "inverted"/"uninverted" angles were wrong, so I fixed those up. NiGHTS tracks also require Egg Capsules whether the design uses them or not, so I placed an unreachable one outside the level (it's valid IMO.) If you'd like to know more, just ask! --Digiku talk 21:24, 23 November 2007 (PST)

And apparently the Ideya Capture is in mare 0 and needs a ring requirement. I can't seem to place anything in OBJECTPLACE. As soon as I place an object, it gives that error. I do not know how to fix it.

How come I also can't complete a lap? Deleting the Axis Transfer with flag 21 caused a sigsegv. Leaving it in there stops me from completing a lap. I feel like a noob not being able to figure out what's wrong. But I want to finish this. –SonicMaster 11:29, 24 November 2007 (PST)

EDIT: Seriously, you need to put Circuit map instructions in your NiGHTS Tutorial.SonicMaster 11:34, 24 November 2007 (PST)

That's weird. When I edited the map because the terrain was created poorly, I couldn't complete a circuit anymore. The OBJECTPLACE still doesn't work. Did you not use SRB2 Doom Builder? –SonicMaster 21:12, 25 November 2007 (PST)

EDIT: OK, if the Star Post activator functions, I can't complete a circuit. If it is bypassed without functioning, I can complete a circuit, but the lap counter will not go up one (I did this one with second player). Oh, and please tell me if you want me to ask someone else or ask differently.SonicMaster 23:18, 25 November 2007 (PST)

Sorry; it's just been a while since I've worked with NiGHTS maps. I know exactly what you mean, though; the main trouble is me being clear enough for you to understand me. XD

Anyways, the track is uncompletable because of the way it's set up (weird, I know.) The main trick is that an Axis Transfer Line can't be placed on the axis closing the loop (the "last axis", I'll call it, but it also is the "first";) it has to be placed on the second-to-last axis. Your line does touch the last axis, so you may have to change the track itself. I had to do a workaround for the line to touch the looping axis. If you take a look at the first axis, I actually overlapped a second axis there (flag 20). That's the second-to-last axis I put there, so the line in reality touches that axis. Axis Transfer 21 serves as the "Last to First" transfer from Axis 20 to the looping axis. Deleting Axis Transfer 21 crashes because then the track is not looping. You need Axis Transfer 21. Does that make sense?

To fix it, try moving Axis Transfer 21 around, since Sonic might not actually touch it. NiGHTS tracks are really, really precise work; decrease the grid to 2, zoom in, and put the axis transfer as close to the outlining circle as possible. Sonic has to actually touch the axis transfer for it to work. The problem might lie in the fact that I didn't place the transfer precisely enough, so Sonic doesn't touch it.

OBJECTPLACE works for me. There's an Ideya Capture Thing (Thing Type 40) outside the level; drag that inside the level and see what happens. I'll take a look at what you have; upload your map to Sendspace or something. --Digiku talk 15:18, 26 November 2007 (PST)

EDIT: The real reason why the track doesn't loop around is because of how it's set up. The track does loop in reality, but you have to move really really slowly for the looping to work; otherwise, Super Sonic moves too fast (i.e. all the time) and the Last to First transfer doesn't register. You have to change that last section of track to get it to work; sorry. Again, put the Axis Transfer Line on an additional second-to-last axis flagged 20, and then connect it to the first one using an axis transfer flagged 21. Remember that there's an overlapping axis on the first one, also flagged 20; delete it. The other sections are alright.

Check back with me when/if you fix the track itself. I'll talk about the starposts later, since that's actually a separate matter. --Digiku talk 15:36, 26 November 2007 (PST)

This is what I have now. It is now not semi-impossible to get through those pillars; they are not 32 fracunits apart. The track has been slightly modified and it totally works. But when the Circuit mode is fully functional, does it matter where the Ideya Drone and Finish Line are placed? Must they be placed on the first Axis?

I tried moving the Ideya Capture in, same error. Just like before, OBJECTPLACE will open, but as soon as I try to place an item on the track, the game gives the same error.
EDIT: I've tried this map on two other computers (without moving the Ideya Capture); the game still wants a ring requirement for the cursèd Ideya Capture. I looked and—man, that's weird—the Wiki said setting an Angle gives the Ring requirement. It has it set to 1!SonicMaster 22:18, 26 November 2007 (PST)

And the Star Post Activator doesn't function at all now.

This will be awesome when it's done. It may need some more terrain to give a little bit more difficulty, will be awesome. As far as I know, I am the first to attempt to make a NiGHTS map and plan to submit it to the Level Design Contest. Could it win? –SonicMaster 21:20, 26 November 2007 (PST)

You did fantastically with the track! I'm impressed. :)

With circuit mode, I don't think it matters where the Finish Line is placed. The Ideya Drone has nothing to do with Circuit mode, but with NiGHTS tracks it does need to be placed on the first axis.

The Ideya Capture, where it is in your latest wadfile, should work fine. I think your OBJECTPLACE problems are actually stemming somewhere else. To tell you the truth, it works perfectly for me. All those Things are OBJECTPLACE'd. Start your map in Single Player mode -- no special modes, no two-player, etc. Did you try just regular Single Player? That's the only mode OBJECTPLACE works in without a hitch, just to be safe.

As for star posts, all you have to do is bitset it a certain way. Bitsets with star posts are special. For your one starpost, bitset it to 1. Same as with the NiGHTS axes.

And about winning...... :) --Digiku talk 15:06, 28 November 2007 (PST)

How do you do it? What I do is click my shortcut on the desktop to open SRB2 in Software mode. Then as soon as it says "SONIC TEAM JUNIOR PRESENTS", I press Tab to open up my Console. I type in ADDFILE NIGHTSMAPFIXING3.WAD and press Enter. Then I press Tab to close it. I then immediately go to the title screen and select one-player mode. I choose Normal. Then I choose Sonic. Woot, I am in Circuit into Dreams with a timer of 270 seconds. Now I press Tab (to open up Console). I type in OBJECTPLACE ON and press Enter. Z-axis, Y-axis, X-axis stuff and custom Thing type is shown. I then exit the console. I move around and press Button 7 on my joystick (rotate camera left). The screen turns black. It exits.

SRB2 Error
Give the egg capsule on mare 0 a ring requirement.

SonicMaster 15:47, 28 November 2007 (PST)

EDIT: It does the same thing on Botanic Serenity Zone.SonicMaster 15:52, 28 November 2007 (PST)

EDIT: OK, I've tried adding flag 1 to my Star Post. Oh, it registers. The head won't spin and it makes the oh-no-you-didn't BZZZT sound, just like if you go backwards on a Circuit. I tried adding another Star Post before it with its own Star Post Activator sector and flagged it 1, changing the other Star Post's flag to 2 (because that one is now the second Star Post). Same thing. Flipping the direction of the Star Posts doesn't help. Linedef flipping shouldn't do anything, as Slumber Circuit Zone also has its Star Post Activators' linedefs flipped outward.

Why isn't there a Circuit map tutorial? And I wish the NiGHTS Tutorial were...better. XD –SonicMaster 17:11, 28 November 2007 (PST)

Digi, the first Star Post is supposed to be flagged 0, not 1. The reason why it didn't work right off the bat was because it was flagged 7 EDIT: when I initially placed it (that's default). Don't worry, it's all right, it works now—it made me feel happy that I figured it out myself! Thank you, Star Post! Of course, we're gonna have to something about OBJECTPLACE. Then I can do all the rest! Thank you so much. Should I give credits to you in the level itself for you helping me fix my level? –SonicMaster 23:04, 28 November 2007 (PST)

Should we put this troubleshooting thing in some sort of separate user talk folder or something? Your talk page is now one of the top five longest pages of the Wiki. I guess it's historical because I'm the second SRB2 fan to make a NiGHTS map, right? *still waits for OBJECTPLACE help* –SonicMaster 20:05, 29 November 2007 (PST)

I'll do it. It's my space, after all. ;)

Anyways, I really can't make heads or tails of the OBJECTPLACE thing. If it doesn't work in BSZ, then something must be up with your SRB2 configuration. Try talking to SSNTails about it...... if you can (I know; disappointing suspense, right? :) ) Got any way to contact him? --Digiku talk 20:12, 30 November 2007 (PST)

Took me three hours, but I manually placed in all the objects I wanted to! Just a few more beta tests to make SURE it's good! Thanks for your OBJECTPLACE demonstration, as I wouldn't have figured out that eastward/westward hoops have an angle of -16384. You also showed that a hoop's (relative?) height is actually set in its flag, not in its Z coordinate. How should I credit you for helping me with this WAD?

I didn't even know that! Do a writeup on how hoops are done. I'd love to know about it XP.

Anyways, no credits are necessary. If anything, a simple "Thanks to Digiku" or similar is alright, but I don't require it in the least. :) --Digiku talk 07:35, 1 December 2007 (PST)

Custom signatures

I can't get mine to work. I want this one:


I just put in all the code, choose Wiki/HTML Code, and it refuses to save it. –SonicMaster 16:22, 1 December 2007 (PST)

Because the HTML isn't "well-formed," according to the XHTML 1.0 Transitional specs that the site uses. While the page format lets you get away with less-than-well-formed HTML, other parts of the software are more strict. We use XHTML, which is exactly the same as HTML except it's bound by XML rules. Which means:

  • Case-sensitive tags (<font>, not <Font>)
  • Single tags are closed in themselves (<br />, not <br>)
  • Quotes around attributes ("#FF0000", not #FF0000)
  • Overall correct syntax (color="#FF0000", not color = #FF0000)

If the browser expected correct XHTML, and it was fed wrong XHTML, then the entire page just wouldn't load. That's why the Custom Signature dealie requires good HTML. The main thing you missed was the fourth point. :) --–SonicMaster. (only kidding! ;) )

Are we supposed to do the 1st tag listed in the parentheses, or the second? I want a pretty sig too. §WafflezHedgehog§§blahblahblah§§*facepalms*§

First example is correct, second example is incorrect. --Digiku 16:46, 1 December 2007 (PST)

Tried it, didn't work. *cries* §WafflezHedgehog§§blahblahblah§§*facepalms*§

Are you trying the same thing as SonicMaster? Geez; here's the correct code:

&ndash;<font color="#FF0000">S</font><font color="#FF7000">o</font><font color="#CCCC00">n</font><font color="#007000">i</font><font color="#0000FF">c</font><font color="#7000FF">M</font><font color="#A000FF">a</font><font color="#CC0000">ster</font>.

You have to apply all the advice. Here was SonicMaster's for comparison:

&ndash;<font color = #FF0000>S</font><font color = #FF7000>o</font><font color = #CCCC00>n</font><font color = #007000>i</font><font color = #0000FF>c</font><font color = #7000FF>M</font><font color = #A000FF>a</font><font color = #CC0000>ster</font>.

The errors were:

  • Attributes are unquoted
  • Syntax is incorrect (spaces between the attribute name, equals sign, and attribute value are not supposed to be there)

--Digiku talk 17:08, 1 December 2007 (PST)

I fixed it with your code! Thank you Digiku! *gives you a cookie* §HoneyComb§

I did it too. ^_^ –SonicMaster 00:52, 2 December 2007 (PST)

Yay! :) --Digiku talk 00:53, 2 December 2007 (PST)

SonicMaster, shouldn't you format your sig to link to your page? Here's how: [[User:SonicMaster|–<font color="#FF0000">S</font><font color="#FF7000">o</font><font color="#CCCC00">n</font><font color="#007000">i</font><font color="#0000FF">c</font><font color="#7000FF">M</font><font color="#A000FF">a</font><font color="#CC0000">ster</font>]] And what happens: SonicMaster