EOL2 - updated 23.12.2017

Feature requests and ideas for the new unofficial versions of Elma and general talk related to those.

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Re: Elma 2 - updated 27.4.2013

Post by Hosp » 24 Jan 2014, 01:45

my too
also having a mailbox where people can send rec and levels to eachother would be max
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Re: Elma 2 - updated 27.4.2013

Post by kuchitsu » 25 Jan 2014, 23:10

I'm probably the only one who wants it but how about an ability to add music to your levels? Of course I'm not talking about some 15 MB mp3s but MIDIs, MODs, etc. Perhaps a size limit could be 100 kb or so. Music could be as important to the feel of the level as pictures, decorative polygons, etc. Imagine this in some epic FF: http://www.youtube.com/watch?v=TurMHGhmAkk

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Re: Elma 2 - updated 27.4.2013

Post by gimp » 26 Jan 2014, 08:12

I want ghost!
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Re: Elma 2 - updated 27.4.2013

Post by Madness » 26 Jan 2014, 12:30

I want an optional Elma 1 mode.
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Re: Elma 2 - updated 27.4.2013

Post by J-sim » 27 Jan 2014, 21:05

what about using the !rec !lev ratings for something more than just stats. especially the !lev ratings could be used for prolonging the life of the best battle levels. it's kind of sad sometimes that the really good battle levs just stay battle levs and for the most part are forgotten as soon as the next battle starts. an idea could be using let's say the best three or five battle levs for each week and adding them to a continual levelpack type of competition. this competition could be split into months or years for an overall win. this would motivate levmakers to make high quality battle levels aswell.

there might have to be some constrictions as to the types of battles that would qualify, maybe levels from ffs, one-lifes, apple-battles etc. shouldn't qalify.

i guess this could even be done for eol with a fully working rating system. whats the status of that btw?

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Re: Elma 2 - updated 27.4.2013

Post by Lousku » 27 Jan 2014, 21:35

It could also be a menu of levels in the database with different sortings (most played, best rated...) and timespans (last day, week, month, year, all time).
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?

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Re: Elma 2 - updated 27.4.2013

Post by ribot » 4 Feb 2014, 22:13

it would be cool if one could more easily start a lev with up/down keys already pressed...maybe just delay start half a second

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Re: Elma 2 - updated 27.4.2013

Post by Igge » 5 Feb 2014, 08:38

Brake alias to solve braking in start. Up arrow shouldn't be a problem anyway)
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Re: Elma 2 - updated 27.4.2013

Post by Orcc » 5 Feb 2014, 09:55

Brake alias helps, but some keyboards just can't handle all needed combinations. Would be handy, but I guess some 0,2 seconds is enough.
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Re: Elma 2 - updated 27.4.2013

Post by niN » 5 Feb 2014, 19:02

I am just brainstorming here: (sorry if suggested already)

Moving apples or killers. Dunno why, but maybe would be cool that if you don't reach that apple before 10 secs then it falls of an edge or something and makes it impsy to finish lev with teh. Could be that you set teh friction to an apple and the lower friction the faster it 'rolls' downhill! So if it gets to a flatspot it stops rolling.
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Re: Elma 2 - updated 27.4.2013

Post by Smibu » 5 Feb 2014, 20:47

ribot wrote:Any of 360 degrees direction gravity, with an arrow both in editor and visible on apple while playing
This might be quite simple to make; I think the physics engine passes a vector in the gravity calculation function instead of just a discrete value in the set {up, down, left, right}.
ribot wrote:Optional instant turn screen so that gravity will always be down on screen
Easy, but would this be "cheating"? Or should it just be allowed per-battle?
ribot wrote:Optional instant turn bike
Yeah, why not.
ribot wrote:Option to play with across bike physics
We don't have Across physics sources, so this would be too big a job I guess.
ribot wrote:Include level generators in game
Well, the goal is that everything would be in-game, so no need to have something like startballe.exe etc.
ribot wrote:Allowing for thousands of vertices per polygon, in order to reproduce quantum physics bugs in the ground
Most of the limits concerning lev files have already been removed. Don't know about quantum physics though.
ribot wrote:Availability for crossing polygons, and drawing lines in levels - I don't see why not
Can you clarify this?
ribot wrote:Breaking with one wheel at a time
Easy, but this should be some special mode then.
ribot wrote:Make svg into levels
You mean converting SVG files to LEV files?
ribot wrote:Follow flag owner in flagtag, see the flag during F1+enter
Yeah, this is an obvious feature.
ribot wrote:Having more custom looks than just the shirt
We'll see.
ribot wrote:Make chat not autoscroll and not disappear when dying
Yeah.
ribot wrote:Don't crash game and lose data on internal errors, don't even exit game
Done, basically.
ribot wrote:Allow more apples
Yeah.
ribot wrote:Show how many apples are in the level
Yeah.
ribot wrote:Delete levels from inside the game
Yeah.
ribot wrote:Autojump to current battle level
Yeah.
ribot wrote:Display bounce strength and add bounce strength battle type
Hmm... bounce might not be so well defined.
ribot wrote:Bubbles coming out from the mouth of elma dude
Yeah, and 3D gfx, etc.
ribot wrote:A story for each internal
You could write them.
ribot wrote:Optional lines indicating position of each remaining apple and flower
You mean arrows?
ribot wrote:Optional Elma player's nick[team] shown with letters next to the bike; as well as chat in a bubble, and a label with the player's current battle status, such as time, starter, leader, winning streak; bike speed, bounce force
Yeah this could nice.
ribot wrote:Counter of successful zweq spins, and other impsy tricks
Might be hard to track these...
ribot wrote:Indicator of skill level on internal times, such as whether the user's time is pro, world class, etc
Yeah. Although the target times are kinda out-of-date.
ribot wrote:!lev !rec system
You mean level/replay rating system? Sure, but no need to use chat for that purpose.
ribot wrote:ability to see all current level's recs from the level's menu, instead of separate rec menu, with rec mergin
Yeah.
ribot wrote:rec merging showed with rec file label, to easily see who is who
Yeah.
ribot wrote:seeing online info about level in the game, such as comments for example
Yeah.
ribot wrote:intelligible private chat system
Private chat yeah, but what's "intelligible"?
ribot wrote:ghost bike from selected rec file
Yeah.
ribot wrote:helmets indicating GAA, administrator, chat banned :D
Kinda fun idea :)
ribot wrote:copy-pastability in chat, to be able to copy and paste links
Would be desirable yes... don't know yet how difficult to make.
kuchitsu wrote:I'm probably the only one who wants it but how about an ability to add music to your levels?
I don't think this is a good idea... it feels so unnecessary.
ribot wrote:it would be cool if one could more easily start a lev with up/down keys already pressed...maybe just delay start half a second
It's easy to add a delay. Maybe the time should be adjustable.
Lousku wrote:It could also be a menu of levels in the database with different sortings (most played, best rated...) and timespans (last day, week, month, year, all time).
Yeah, why not.
niN wrote:Moving apples or killers. Dunno why, but maybe would be cool that if you don't reach that apple before 10 secs then it falls of an edge or something and makes it impsy to finish lev with teh. Could be that you set teh friction to an apple and the lower friction the faster it 'rolls' downhill! So if it gets to a flatspot it stops rolling.
It would need some physics coding to get the apples falling (and rolling). So I don't know about this.
Lukazz wrote:linux version would be much appreciated.
Elma 2 seems to run fine at least on Ubuntu 12.04 64-bit (using a virtual machine). There's some bug with the level list; it's not properly sorted. Will be fixed when there's time for this project (I'm kinda busy with studies once again atm, and there are no other active developers atm).

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Re: Elma 2 - updated 27.4.2013

Post by roope » 5 Feb 2014, 21:08

Smibu wrote:
ribot wrote:Availability for crossing polygons, and drawing lines in levels - I don't see why not
Can you clarify this?
I think he means that if you make a polygon on top of another, they merge or smth instead of resulting in an error.
The line thing probably means a line tool like in Paint. Instead of having to create 4 vertexes separately, you could just drag a line. Could of course also define the thickness of the line.

EDIT: pls timestamps to chat!
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Re: Elma 2 - updated 27.4.2013

Post by Hosp » 6 Feb 2014, 04:26

Timestamps +1
Would be nice if could choose if want [hh:mm:ss] or just [hh:mm]
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Re: Elma 2 - updated 27.4.2013

Post by Mawane » 6 Feb 2014, 04:29

bigger buffer before losing connection, i have terrible internet and always getting disconnected when alt-tabbed
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Re: Elma 2 - updated 27.4.2013

Post by Tigro » 7 Feb 2014, 16:50

concerning the ghost-kuski from the rec file, then there should be some asymetrically encrypted stamps in rec files, to determine who actually did the run, so you wouldn´t be able to go on multiride with someone else´s prior ride.
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Re: Elma 2 - updated 27.4.2013

Post by Lousku » 15 Feb 2014, 00:21

Some quick recsharing system in game, and publicly shared recs can be listed and downloadable under lev infoz and other places.
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?

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Re: Elma 2 - updated 27.4.2013

Post by niN » 15 Feb 2014, 16:56

Gravity apples that sets no gravity. Kuskis floating!
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Re: Elma 2 - updated 27.4.2013

Post by Igge » 15 Feb 2014, 20:55

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Re: Elma 2 - updated 27.4.2013

Post by elmas » 17 Feb 2014, 07:43

actually would be fun special balle

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Re: Elma 2 - updated 27.4.2013

Post by ribot » 23 Feb 2014, 19:20

wow this is a reall cool project you are doing, smibu!

What about eol? Will it be supported? I mean with all the battles types and so on? I had an idea that maybe more people would like to help out. For example a jury for selecting new internal levels. A team for creating new graphics. Maybe some open-sourcable solutions for being able to help out (with statistics or level generating for example) for programmers.

What I meant about intelligible chat system is a simple one that is easy to understand. The one that eol currently has is a really weird one. But since you made irc references, why not just have the chat system on an irc server? It could even be an irc channel on ircnet.

What I meant about drawing lines and crossing verteces. The thing is that if you create a level outside elma the lines can cross each other and the level still works perfectly (but not always the drawing). So this could be allowed in elma. When it comes to lines, I meant single lines not part of polygons. You can just draw a line and drive on it. (Basically what roope said)

What I meant about drawing lines to apples and flower was this: draw a line from the drive to the apple/flower. It is not an

Then to have gravity down would be cheating? Not any more than the supervolt button I think. It would make the game more playable. Also, if you have 360 degrees gravity and gravity is not down, it could be really weird to play. Another thing about gravity is that it would be good to have an indicator of where gravity is right now (unless it's always displayed down, which is much better imho). It would be good in levels with many gravity apples where you don't always know what gravity it is.

One annoying thing about EOL is that when you press F11 to download rec, you might accidentally quit elma by pressing F12, and you will not even have the opportunity to download the rec if you reconnect.

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Re: Elma 2 - updated 27.4.2013

Post by Mawane » 14 Mar 2014, 22:29

i suggest Multi-Spy multiple people at same time with split screen
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Re: Elma 2 - updated 27.4.2013

Post by niN » 18 Mar 2014, 22:31

I had another stupid idea the other day. Prolly impsy also =)

"Wheel activated polygons", so a polygon is dashed and ghosted until you touch it with a wheel then it becomes activated and touchable. Until the polygon has been activated you can not die against it and the head will simply go through it as if it were a picture. Could be cool to hide apples in such polygons so you have to take apples with head =) possibilities are endless! but ofc, the idea is kinda stupid and not really what ppl want I guess :P
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Re: Elma 2 - updated 27.4.2013

Post by Lousku » 31 Mar 2014, 12:52

Will bug bounces get fixed? Rumor says normal bounces and bug bounces are distinguishable in the physics and bug bounces could be fixed. Is it true?

Imo Elma is very clearly broken at this level (Enigma, Pipe and sash) and it makes no sense that WR development in these levels is up to pexi's judgment. If it's possible to fix this, why not?
then again i don't know anything
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Re: Elma 2 - updated 27.4.2013

Post by Smibu » 31 Mar 2014, 15:52

Lousku wrote:Will bug bounces get fixed? Rumor says normal bounces and bug bounces are distinguishable in the physics and bug bounces could be fixed. Is it true?
Bug bounces will get fixed if 1) they can be fixed in a clear way and 2) people want them to be fixed. Fixing bug bounces might break compatibility with older WRs. Or, there could be an option "Disable bug bounces" and 2 different WR tables.

As for the second question - I don't know. I have not yet looked in the physics code to see what exactly causes the bug bounces, except that there are places where a division is made without checking if the divisor is (very near) zero.

As for the ideas people suggested, they all seem reasonable. Don't know about this "Wheel activated polygons", though. Of course it's possible to implement, but I think there would be much work but not much gain.

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Re: Elma 2 - updated 27.4.2013

Post by FinMan » 1 Apr 2014, 21:38

For a moment this project also looked promising, what happened..? :?
... .. Pipe levels ... . ...Höylä levels .. ...
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Re: Elma 2 - updated 27.4.2013

Post by Lee » 2 Apr 2014, 01:30

Can we get an update for 27.4.2014?
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Re: Elma 2 - updated 27.4.2013

Post by Smibu » 7 Apr 2014, 17:24

I think it sounds reasonable to have an update on 27.4.2014 (or before). Even though there are not that much new stuff from user's perspective.

Perhaps the biggest new "feature" is Linux support. Some questions for Linux users:

- What distributions are you using (Fedora, Ubuntu, other)? What version?
- 32 or 64-bit?

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Re: Elma 2 - updated 27.4.2013

Post by Lukazz » 7 Apr 2014, 20:12

using ubuntu 12.04 LTS with 32 bit on notebook and 64 bit on desktop. very looking forward to it! elma is kind of the only thing that makes me still use windows at the moment.
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Re: Elma 2 - updated 27.4.2013

Post by Smibu » 27 Apr 2014, 22:32

Smibu wrote:I think it sounds reasonable to have an update on 27.4.2014 (or before).
New version will be up tomorrow (or, well, today... it's past midnight).
Lukazz wrote:using ubuntu 12.04 LTS with 32 bit on notebook and 64 bit on desktop.
At first there's binaries for 32-bit only, but 64-bit version will be available too. 32-bit version could work on 64-bit as well, I haven't tried yet.

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Re: Elma 2 - updated 27.4.2013

Post by Lee » 28 Apr 2014, 06:22

In celebration of the next update I made a slightly higher res ground texture. Hopefully for use in the next next update.
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Re: Elma 2 - updated 28.4.2014

Post by Smibu » 28 Apr 2014, 18:23

A year has passed and it's time for a new version. For the first time, Linux users can try too :)

So there must be a lot of new features, right? Well, for the user, not really. Why? Almost all available time has been spent on improving the current code, setting up the build system and making support for Linux. The only developer over the past year has been me (except that totem made a couple of helpful fixes in June).

Anyway, here's a few new user-visible features off the top of my head:
- Timer looks better
- Minimap resizes according to window size
- Level size limits (dimensions, objects, vertices, polygons) have been lifted (only memory is the limit).
- Replays can be saved. So far the rec format is the same as in original Elma. Playing is not yet done, so you have to use external player or Elma.

To download the new version, go to Elma 2 wiki page.

Pictures:

Image

Image

This is MEGAHUGE.lev. On my laptop Elma 2 is slightly laggy while playing it, possibly because of a not-so-good graphics card.

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Remember the channel #new_elma if you have questions/problems/comments.

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Re: Elma 2 - updated 28.4.2014

Post by Labs » 28 Apr 2014, 20:33

Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

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Re: Elma 2 - updated 28.4.2014

Post by Hosp » 29 Apr 2014, 01:20

Please make option to choose old timer as well as it's my fav.
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Re: Elma 2 - updated 28.4.2014

Post by Chris » 29 Apr 2014, 06:29

Labs wrote:Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

My config:

intel dualcore 3ghz
ati radeon 9600 xt
1gb ram

windows xp.
Stop using Windows XP.
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Re: Elma 2 - updated 28.4.2014

Post by Lousku » 29 Apr 2014, 12:28

Hosp wrote:Please make option to choose old timer as well as it's my fav.
Looks like it's already pasibel to change fonts (\datafiles\fonts\). Anyway imo thise requests are a litel mongo. "Please spend time copying old timer/editor/menus/volt animations/sounds etc for the sole reason that I'm used to it." Not saying some of my requests haven't been mongo. :p
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Re: Elma 2 - updated 28.4.2014

Post by Hosp » 29 Apr 2014, 14:56

for my i just want more options in elma2 not layout changes
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Re: Elma 2 - updated 28.4.2014

Post by Labs » 29 Apr 2014, 16:02

Chris wrote:
Labs wrote:Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

My config:

intel dualcore 3ghz
ati radeon 9600 xt
1gb ram

windows xp.
Stop using Windows XP.
Why? 8.x is shit, for win7 i should buy new computer, linux is shit too.
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Re: Elma 2 - updated 28.4.2014

Post by Xiphias » 29 Apr 2014, 16:09

Found some bugs when using Non-centered Camera:

Bug 1:

Grass in rendered around the bike with a specific radius. I guess the grass is rendered only where grass is visible and when you change to Non centered cam the bike moves to the edge of the screen and the Grass render radius moves as well.

Some screenshots:
Image

Image


Bug 2: Maybe more a feature/suggestion

Regarding Non-centered Camera as well:
When zooming in/out with (+) or (-) the zoom is fixed at a specific distance from the edge of the screen causing the bike to go outside the screen when zooming far enough in.

Some screenshots:
Image
The bike is always kept in center around the red line.
Image


Bug 3: Also non centered cam bug

A part of the screen is left blank when playing a level in a maximized window when using non centered camera.
Steps to reproduce:
  • Maximize window
  • Go to options -> Players -> Disable Center camera
  • Play -> Enter any level.
Note: this bug does not apply until you enter a level.

Center camera works fine:
Image


Non-Center camera is bad boy.
Image
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Re: Elma 2 - updated 28.4.2014

Post by Kopaka » 29 Apr 2014, 17:09

Labs wrote:
Chris wrote:
Labs wrote:Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

My config:

intel dualcore 3ghz
ati radeon 9600 xt
1gb ram

windows xp.
Stop using Windows XP.
Why? 8.x is shit, for win7 i should buy new computer, linux is shit too.
No reason to waste time troubleshooting and developing for an outdated OS, especially with the very limited resources this project has. Besides at this point it's a security risk for you to use, since it's no longer supported with updates.

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Re: Elma 2 - updated 28.4.2014

Post by Labs » 29 Apr 2014, 17:52

Kopaka wrote:
Labs wrote:
Chris wrote:
Labs wrote:Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

My config:

intel dualcore 3ghz
ati radeon 9600 xt
1gb ram

windows xp.
Stop using Windows XP.
Why? 8.x is shit, for win7 i should buy new computer, linux is shit too.
No reason to waste time troubleshooting and developing for an outdated OS, especially with the very limited resources this project has. Besides at this point it's a security risk for you to use, since it's no longer supported with updates.

I think the bug is not cause of winxp, also xp was never safe to use which i dont care. Who uses xp and going to virus sites its their own problem.
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Re: Elma 2 - updated 28.4.2014

Post by totem » 29 Apr 2014, 18:52

I tried on XP without any problem, my guess is that your ATI card sucks dicks (as usual with ATI, just to feed the troll)

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Re: Elma 2 - updated 28.4.2014

Post by Chris » 29 Apr 2014, 19:29

Labs wrote:
Kopaka wrote:
Labs wrote:
Chris wrote:
Labs wrote:Too bad i still get the same menu bug as before. Maybe the game needs sm3 video card or dunno.

My config:

intel dualcore 3ghz
ati radeon 9600 xt
1gb ram

windows xp.
Stop using Windows XP.
Why? 8.x is shit, for win7 i should buy new computer, linux is shit too.
No reason to waste time troubleshooting and developing for an outdated OS, especially with the very limited resources this project has. Besides at this point it's a security risk for you to use, since it's no longer supported with updates.

I think the bug is not cause of winxp, also xp was never safe to use which i dont care. Who uses xp and going to virus sites its their own problem.
There are more vectors of attacks than just websites, but whatever you want. I only was trying to help you.
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Re: Elma 2 - updated 28.4.2014

Post by culinko » 29 Apr 2014, 21:06

I am using Win XP without any reinstall for YEARS without a single problem. Yes, it's unsupported now and it's very justified to switch to a newer version, but everyone saying stuff like you get viruses or something similar don't know what they are talking about. Anyway, this is topic about elma 2 and not OS circlejerk.

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Re: Elma 2 - updated 28.4.2014

Post by Mawane » 29 Apr 2014, 23:57

cool, next chainpi could be 2500 times bigger! yey
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Re: Elma 2 - updated 28.4.2014

Post by Chris » 30 Apr 2014, 15:34

Mawane wrote:cool, next chainpi could be 2500 times bigger! yey
Just join all of your pipes ever made into one big pip.
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Re: Elma 2 - updated 28.4.2014

Post by dawid » 10 May 2014, 19:31

BUG 1:
When I hold rotate key(left or right) and then I press avolt key and release (still holding rotate key) then the rotating doesn't work. It require release, press and hold again rotate key to work.
PS. sorry for my bad english

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Re: Elma 2 - updated 28.4.2014

Post by ribot » 20 May 2014, 10:09

here is a video of the new elma:
http://www.youtube.com/watch?v=ROBOQJv7GsA

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Re: Elma 2 - updated 28.4.2014

Post by Orcc » 21 May 2014, 19:33

dawid wrote:BUG 1:
When I hold rotate key(left or right) and then I press avolt key and release (still holding rotate key) then the rotating doesn't work. It require release, press and hold again rotate key to work.
PS. sorry for my bad english
This might be a keyboard problem?
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Re: Elma 2 - updated 28.4.2014

Post by dawid » 22 May 2014, 22:52

Orcc wrote:
dawid wrote:BUG 1:
When I hold rotate key(left or right) and then I press avolt key and release (still holding rotate key) then the rotating doesn't work. It require release, press and hold again rotate key to work.
PS. sorry for my bad english
This might be a keyboard problem?
I don't think so, because there is no problem in EOL (the same keyboard and settings)

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Re: Elma 2 - updated 28.4.2014

Post by Smibu » 2 Jun 2014, 20:38

@Xiphias: Thanks for those detailed reports. I actually remember seeing the radius bug but I had forgot it.

@Labs: The bug you're getting is unfortunate; we just can't reproduce it.

@dawid: Thanks for that report; it might indeed be a bug if EOL behaves differently.

Has anyone had any problems on Linux? No one has complained, so I suppose no :)

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