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- penguinflyer2222
- Queen Penguin (Senior Member)
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- penguinflyer5234
- Sheep (Developer)
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- Agent of Dread
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- Zefz
- Squirrel Knight (Administrator)
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I changed the way dexerity affects weapon speed. All weapons now use the same attack speed code (instead of every weapon having it's own script).
In addition, dexerity also affects how fast you swing weapons in addition to how often. This means a high dex character actually swings his weapon quickly while a very low dex caracter will swing his weapon in slow motion (well not that extreme, but you get the idea).
A level 20 rogue with a knife almost attacks faster than your eyes can see We can allow specific magic weapons to ignore the attack speed limit by giving them the new :[FAST] expansion.
I plan to do this again with Shields which have a base :[BLOC] rating you can specify to successfully block an attack.
In addition, dexerity also affects how fast you swing weapons in addition to how often. This means a high dex character actually swings his weapon quickly while a very low dex caracter will swing his weapon in slow motion (well not that extreme, but you get the idea).
A level 20 rogue with a knife almost attacks faster than your eyes can see We can allow specific magic weapons to ignore the attack speed limit by giving them the new :[FAST] expansion.
I plan to do this again with Shields which have a base :[BLOC] rating you can specify to successfully block an attack.
- Agent of Dread
- Protector (Senior Member)
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- Maxaxle
- Darkshine Knight (Extremist fanatic)
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I think that, as a cooldown for characters with uber-fast attacks, the attack speed should gradually slow down as the character tires, or perhaps you can only attack quickly for a short amount of time (3 seconds?), and then it defaults to what the character's weapon swing speed would be without that ability.
"Failing to plan is planning to fail."
Bug me if you want to play a game.
Bug me if you want to play a game.
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- {]-[0{0|307 (Developer)
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- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
A pretty major update to the way ttf fonts are rendered and the way that the text for buttons and other graphical objects are rendered.
The problem was that rendering ttf fonts has a pretty high overhead and was making the menus laggy on mu machine (I have the graphics options pretty high).
What I did was to cache the ttf fonts and even the whole character description in the choose player menu using a new "display list" module.
There are a few tiny quirks related to menu formatting, but they should be very easy to work out.
PS Zefz cursor looks cool. We need to move the active spot closer to the tip, though!
The problem was that rendering ttf fonts has a pretty high overhead and was making the menus laggy on mu machine (I have the graphics options pretty high).
What I did was to cache the ttf fonts and even the whole character description in the choose player menu using a new "display list" module.
There are a few tiny quirks related to menu formatting, but they should be very easy to work out.
PS Zefz cursor looks cool. We need to move the active spot closer to the tip, though!
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- {]-[0{0|307 (Developer)
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- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
I didn't notice that, but any modules that are beaten can't be selected which is not what I intended.Zefz wrote:Good job. I always thought that the menus were handled a bit overkill before. I noticed all modules that start with an A or B no longer display their module description.
It is not exactly a the tip. It shouldn't be too hard to figure since the icons are 32x32 in the virtual screen size?Zefz wrote:The cursor seems fine on my pc. Maybe its different depending on resolution?
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- {]-[0{0|307 (Developer)
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- Joined: Wed Jul 23, 2008 4:22 am
- Location: Minnesota, USA
ahhh.... these are too long, maybe? If they are too long, the partial messages is not stored in the display_list. I will add a warning for the overflow and bump up the value so that none of the current menus cause an overflow.Zefz wrote:Good job. I always thought that the menus were handled a bit overkill before. I noticed all modules that start with an A or B no longer display their module description.