> I played today the shining finger quest. > > In pupland/s_f/st3 is a invisible door to > a secret part. (The map in the ancient ruins (red islands underground) with all the dark angels on it, and kabuto of geisha.) > I had some fight to do, and after it i cast show inv > to unhide to door. > > But only the "flash" comes out at the map point where the door is, > but the door don't appear. True, this happens. It is more a map bug I think. Items with flag "invisible 1" become visible on show-inv, so do items placed under the map-floor. The hidden oakdoor in "s_f/st3" is BOTH under the floor and "invisible 1". In this case show-inv. fails, and that is intentional (There must be some means of hiding stuff from all too curious players). This map is the only place I know of with a "bug" of this kind. And the hidden exit isn't even needed, it's crap. It could be removed, together with the map behind that exit. > Also, on the map stay artifact rests of burning items. > > Also, when i logout and in, i got items on the map you cant access they > shown as a flame of the burning item animation and are called burning item. > > Seems, here is same map handling code broken. What??!! I've never seen anything like this, not on the map mentioned above, nor anywhere else. > How show invisible works? Should it not unhide all invisible ? > > When not, it should, its a pain like in maps for pupland where whole sets > work with it. > > I don't want enter a map x times, because i have a random in the show > invisible code. No, don't worry. This doesn't happen anywhere else to my knowing. However, a short note on show-invisible: While making maps I realized that we need a (simple and clean) way to mark any given object both as "invisible" and "not affectable by show-inv". Typical example: I want to make an invisible teleporter, it has to be on top of the map-floor, but I don't want the player to discover it via sho-inv. Currently this is not possible (except for one dirty workaround). Andreas V.