Depressing.


Jack Power

 

Posted

Not feeling very positive about fancy base construction today. /sigh


So, is it typical to have to tear down a large construction (or delete an entire room) due to one or two misclicks? Inspired by some of the recent threads, I put in a 4x4 control room and started making a two-floor setup. Second floor over five of the squares, walled off the upper section of the one door to make a "window" looking out over it, etc, etc, etc.

Along the way, the editor misread a couple "click-drags" as "double-click-drag", moving my viewpoint and dragging the floor higher. But I can't just put the floor back down again, since there's a desk pillar on the edge of the adjacent square. Disassemble the pillar, still can't move it. Might be the upper floor, which edges on the same square? Dunno.

Oh, and then I screwed up and tried to re-arrange some surrounding rooms. Too bad that none of them can go back into place, because of all the second floor stuff that's too close to the walls. And moving some of those pieces means moving everything around them, since the desks seem to lock together and won't move if their edges are touching other stuff.

So, to recover from a couple misclicks, and one dumb mistake (learning experience!), I'll have to at least take apart half the stuff I built. Maybe all of it.

So, is stuff like this normal? Or am I just cursed and/or dumb?




(sorry for the rant, just had to vent to someone..... :/)


 

Posted

<QR>

It's quite normal for things like that to happen, heh. Even the most experienced base builders can run into their "oops, did I really just do that" moments. As for repairing the damage, it is often easier to rebuild a room from scratch than it is to move/delete items. Desks for instance cannot be deleted once they've been stacked on (in most cases), so you'd have to click and drag each problem desk into an adjacent room, place it there, then delete it. Highly annoying if you ask me. Aligning doorways and having your floor/ceiling set the way you like it is also much easier with the room empty. It's up to you of course, but by the sounds of it, it will probably be easier (if not a little more time consuming) for you to start that room over. Just make sure you've got all your doorways set where you like them, heh.


 

Posted

Man, I can't count how many times I've had an 'Oh, bleep' moment and had to redo a whole room. It happens to me far more often than I'd like.

It started happening less often, though, when I found out that the Esc key cancels the selection of an item and returns it to where it was before you dragged it. If you're careful, and you pay attention before you release the mouse button, you can sometimes save yourself a lot of grief with that Esc key.


@Leiter
The Sixth Column

"Good company and good discourse are the very sinews of virtue."
Izaak Walton

 

Posted

Well, glad to know I'm not the only one.

I'm going to pull the room and re-do it. That'll let me make some improvements that have occurred to me.
Plus, now that I've learned a few things, it should go a bit better. /crossfingers


 

Posted

Good luck! If it makes you feel better, my rooms did always turn out looking better AFTER the gargantuan bleep-up than they did before.


@Leiter
The Sixth Column

"Good company and good discourse are the very sinews of virtue."
Izaak Walton

 

Posted

Quote:
Originally Posted by Leiter View Post
Good luck! If it makes you feel better, my rooms did always turn out looking better AFTER the gargantuan bleep-up than they did before.
So true. I just deleted a room that i must have spent like 15 hours working on 2 weeks ago... why did i delete it? because on corner of the room had a floor glitch that i just couldn't live with. But as Leiter said, i'm sure the next version of the room will turn out better.


 

Posted

My advice is to read every post in every thread in here. And then ask questions, either in here or some experienced base builder you know. I sure did.

Next I think you should plan stuff out with pen and paper. The gives me, at least, a good visual view on what I'm doing. That the plan ends up in the bin one hour into the build has nothing to do with it.

Third I think you should start with the room you have the clearest picture of and the most formulated ideas on. It gets much easier when you get to the rooms where you are more in the blue on what you're exactly doing in there. You learn your own little tricks and you are more in control on which parts you should start with and in what order things come next.

//Jack


The Kickers base.

Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx

 

Posted

Quote:
Originally Posted by NightSyren View Post
So true. I just deleted a room that i must have spent like 15 hours working on 2 weeks ago... why did i delete it? because on corner of the room had a floor glitch that i just couldn't live with. But as Leiter said, i'm sure the next version of the room will turn out better.
Heh, I'm hoping I don't have to tear down this room, but I've got a few tweaks elsewhere and the SG Banners are gonna glitch.

If I do though, I'm sure the next version will be better.


Comic and Hero/Villain Culture
Saturday January 29th, 2005 (12:37 PM) ~ Monday August 9th, 2010
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