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Old 10-09-2008, 09:18 PM   #1
SilentThief
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Default compelling proof of POR tall walls

Apparently, Pool of Radiance had a tall wall format. I have a show of screens that show what I'm talking about (bear in mind this was the FIRST Goldbox game and had like only 16 colors available). There are three screencaps that I trimmed to just the viewport view. The first view shows the entrance to a temple with some kind of steeple like fixture in the corners (and highlighted in a yellow circle). The second shows the same entrance if you turned, went thru the door on the left took a step then turned around. Notice that the steeple like fixture shows up over top the wall that hides the rest of the temple entrance. The 3rd shows if you took a step forward and again shows the steeple showing over top.

From what I understood, the extended walls would show up behind a normal wall set in front of it.

ST
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Old 10-09-2008, 11:26 PM   #2
manikus
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Default Re: compelling proof of POR tall walls

I don't think they are tall walls. If you got to the FRUA archive, you can get art viewers for the game (DAXVIEW made by Dan Autery) and these graphics show up in the miscellaneous section, not in the wall section. But, they look just as nice.
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Old 10-10-2008, 12:25 AM   #3
SilentThief
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Default Re: compelling proof of POR tall walls

Ok, possibly I'm wrong (it has happened once or twice before ). But would a tall or extended wall show up behind the normal wall?

ST
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Old 10-10-2008, 12:43 AM   #4
manikus
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Default Re: compelling proof of POR tall walls

Yes. Here's what it looks like in DC.

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Old 10-10-2008, 04:12 AM   #5
Dinonykos
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Default Re: compelling proof of POR tall walls

This is the reason why you have to be careful with high walls! If you are inside a building, and you have a neighbouring building (let's say a tower) with two floors (indicated by high walls from the outside), you can see the high tower from within the building you are just inside. Looks rather strange!!!
You can avoid that by
1. leave a space of two squares around high buildings
2. make extra levels for the interior of buildings next to a high (2 floors) building
3. use the hyperwallformat for the interior of a building next to something built of high walls to simulate the ceiling.
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Old 10-10-2008, 08:36 AM   #6
SilentThief
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Default Re: compelling proof of POR tall walls

And these are set up for use in the config file already? I wanted to try my hand at making some kind of truespace template for making walls, and I might try one of the non-default wall types. Sooner or later I'll ask for a template

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Old 10-10-2008, 09:38 AM   #7
manikus
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Default Re: compelling proof of POR tall walls

Tall walls have been around (or at least the ability to do them) since Kevin Wyllie released the Tavern Demo in 2001. And, um, the format is called 'tall walls'.
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Old 10-11-2008, 05:59 PM   #8
manikus
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Sunglass Man Re: compelling proof of POR tall walls

While the Goldbox games do have walls that follow the FRUA format, the extended bits are done quite differently. I don't know if this is the exact one that has the extended bits, but it has lots of little bits of images that appear in the game

Click on image to see full-sized
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Old 10-11-2008, 07:48 PM   #9
SilentThief
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Default Re: compelling proof of POR tall walls

I'm not sure what that is exactly, but check this out. A flower pot on a combat stage.

ST
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Old 10-11-2008, 08:36 PM   #10
manikus
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Default Re: compelling proof of POR tall walls

There are several unused squares in FRUA and thus in DC. (Unused squares of the dungeon walls graphic, that is.)

All of the FRUA dungeon walls had graphics in those squares, but the squares never get called in game.
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