Comments (4)
This is a bug with how DSVEdit loads room states. It only seems to work 100% correctly in the vanilla case (room states don't appear as normal sector rooms, only as unique alternative states for normal sector rooms or other alt states). In your case a room's alt state is another room in the same sector, so it gets into an infinite loop of trying to load that whole sector into memory every time it encounters the alternate room state. I'll have to rethink how DSVEdit loads and caches rooms in memory to fix this.
from dsvedit.
Thank you for your explanation.
For an alternate State, I also thought about moving away its opposing Castle counterpart and placing the new Castle State in its place (ie, for a Castle A State, moving away its Castle B counterpart and replacing it with the new Room), but it won't work. It does seem to accept already existing Castle counterparts as alternate States, however, so I might give my project a little push - even if it this requires considerable more juggling than I thought.
While I did not address the previous bug I've posted, I've realized it's somewhat related. It seems a room's layer size was somehow being affected if I created a Room meant to replicate it, and used the exact same information on the original's Room Layers. The error stopped happening once I chose to Select Tileset from within each Layer's options, and also didn't use any repeating information from its Room Props. Regardless, I think either is now solved or at least explained so as to find alternatives on my end.
Thank you once again.
from dsvedit.
It seems a room's layer size was somehow being affected if I created a Room meant to replicate it, and used the exact same information on the original's Room Layers.
I don't understand how that could happen as the layer's dimensions were being set to invalid values in your other issue. Even if two states share a layer and editing one edits the other, the safeguard to prevent invalid dimensions should still exist.
from dsvedit.
Well, I have no copies of the previous project version I was working on. If I manage to replicate that particular error, I'll be sure to post it here.
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