I suspect the discrepancies occurred after the level was split into two halves; DMA or one of the other mapmakers must’ve changed parts in one version and forgotten to change them in the other. The most foolproof way to resolve the discrepancies might actually be to re-combine them back into one level for a template, then make the individual changes blocking off whichever parts of the level need to be blocked off for the versions used in the game. This ensures that no one would miss any discrepancies.
This would be complicated in itself, however, since Weland doesn’t currently support this, and I doubt the old Chisel map merge effect would work for more than 1,024 polygons. There’s an
old plugin that might work in an old version of Weland (perhaps 1.4.1), but I haven’t managed to get it to work in 1.4.3 or 1.4.4. I’m not sure how many polygons the combined version would have, but I’d guess around 1,400 or 1,500, which should be fine.
If someone does manage to get a map merge plugin running, the best way to combine the levels would be to delete all the segments that don’t appear in both levels from one version, then run the script to combine them. You’ll still have to reconnect the doors and such.
One additional benefit of recombining the segments would be that if the architecture/texturing were changed significantly again, there wouldn’t be a need to replicate the changes in two different levels; you could just redo whatever changes were need to block off parts of the level, which should be significantly less time-consuming and tedious. It might even be possible to write a short Lua script to make the changes automatically when the level loads, depending upon which version it is, meaning that there would be no need to have any discrepancies in the .sceA file at all.
I’m also now wondering if there are similar discrepancies between “Bug-Eyed in Space” and “Once More Unto the Breach…”. Probably so. Wouldn’t be able to resolve those in the same way, though, since there literally isn’t enough physical space to combine them.
Anyway, latest revision.
People should not be afraid of their governments. Governments should be afraid of their people.
“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”
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