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Old 10-04-2010, 07:28 PM   #121
manikus
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Default Re: Enhanced Walls II

I didn't see any spaceship...what is the post number? You linked to page 3, but my page three is likely not the same as yours - I've changed the number of posts that appear on a page.
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Old 10-05-2010, 01:59 AM   #122
Dinonykos
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Default Re: Enhanced Walls II

Oh... #30
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Old 10-05-2010, 03:50 PM   #123
manikus
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Default Re: Enhanced Walls II

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Originally Posted by manikus View Post
I didn't see any spaceship...what is the post number? You linked to page 3, but my page three is likely not the same as yours - I've changed the number of posts that appear on a page.
Thanks. That's the middle of page 2 for me.

I did scan that page yesterday, though, but I was only looking for graphics...and now I see why I skipped over it - the images are not displaying in that message. Perhaps they were on XHost?
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Old 10-05-2010, 05:27 PM   #124
Dinonykos
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Default Re: Enhanced Walls II

No, the graphics (gif animations) are on imageshack. Well, it is not that important. In any case, I figured out in the tramline today a better way to handle a spaceship in the orbit of a planet.
I have also thought about how landing, firing weapons and other things could be handled. One idea I had was that during space traveling, when the party is in the cockpit, the NPC "ship computer" is added to the party, and that the Examine event could be used for special actions (like the specialities I gave to the characters in FR). What do you think?
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Old 10-05-2010, 07:09 PM   #125
manikus
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Default Re: Enhanced Walls II

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No, the graphics (gif animations) are on imageshack. Well, it is not that important. In any case, I figured out in the tramline today a better way to handle a spaceship in the orbit of a planet.
I have also thought about how landing, firing weapons and other things could be handled. One idea I had was that during space traveling, when the party is in the cockpit, the NPC "ship computer" is added to the party, and that the Examine event could be used for special actions (like the specialities I gave to the characters in FR). What do you think?

That's a good idea. In fact, I think I will steal it. I've had the desire to do a sci-fi design since I got started with FRUA, and thought it would be a lot easier with DC, but I've never had a good story, and hence no motivation. Lately, I've been more motivated, as I have a setting idea, if not a good story yet. One of the problems is how to have a player move around in a completely new universe without tons of documents for them to look at before or while they're playing. But, an NPC, which is supposed to be a computer or a database or maybe even some kind android or robot (perhaps too close to Star Wars) sounds like the perfect way to deal with this.

I tried making a diagonal wall for the square viewport, and no go. I will have do much more thinking about this. To be honest, I'll probably go a different route entirely for what I want to do and consider the diagonal wall again when I can see what you have done.
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Old 10-06-2010, 06:29 AM   #126
Dinonykos
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Default Re: Enhanced Walls II

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Originally Posted by manikus View Post
I tried making a diagonal wall for the square viewport, and no go. I will have do much more thinking about this. To be honest, I'll probably go a different route entirely for what I want to do and consider the diagonal wall again when I can see what you have done.
I had to enhance the "hyperwalls" a little bit more for the most distant diagonal diagonal wall (absurd, but you now what I mean ). And a small part of the most distant and right diagonal diagonal wall is protruding from the area screen by 2px, and I have not yet found how that can be solved in the config file. (By the way, it seems to me that the area map is also shifted by around 2 px compared to the 3D view.) The same (most right diagonal diagonal) wall is not displayed correctly in the editor, but that was something I would have expected (you now the problem, I think).

However, in HL, as written earlier, the diagonal walls will appear at two or three occasions only, thus I will not put too much effort into them. I will use them for the spaceship in part 1. For a round arena with 3x3 squares, I will maybe try another, but similar approach.
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Old 10-06-2010, 04:05 PM   #127
manikus
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Default Re: Enhanced Walls II

I do know all the little snafus you're talking about.
I would wager that the right wall over-extension is fixable in the config.txt, well in fact I know that it is. As for the way the area map is displaying - the small pics all appear normally? The backdrops? The Walls? Is this a new issue? If the answer is "yes, yes, yes, yes" or "yes, yes, no, yes" it's the config.txt that needs to be tweaked.

The main reason that I wanted to do diagonal walls for the square viewport (other than adding that ability to the portfolio of possible walls) was an interim step on making a 3x3 round room. It's not going to be an arean, but combats may occur there, which raises the issue of how to show a round room in combat mode...I don't think we can do that and have the blockage match up, but we can "round" the corners quite a bit.
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Old 10-07-2010, 03:52 AM   #128
Dinonykos
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Default Re: Enhanced Walls II

Concerning the shift: You can see what I mean in FQ and FR, if I remember right. The walls are correct, and I think small pics are also, but the area map is shifted. Maybe that it is simply the viewport coordinates in the config.txt. I'll have a second look, however, this is a minor issue. Since you and Ben have not noticed during playtesting, I shall not be too worried about it.
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Old 10-07-2010, 04:07 PM   #129
manikus
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Default Re: Enhanced Walls II

Well, I obviously didn't notice the area view shift, and I used it a lot for running back and forth from the temple to the village...I'll look again today, specifically for this.
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