Cimeries wrote:- Tourist starter: Sometimes the first key drops from the platform and the player has to dive in and pick it up quickly.
- Ehm, what am I supposed to do if my credit card snaps at the first chest (which I assume has torch in it for the unlit brazier nearby)? Do I have to restart the whole thing again?
Okay I fixed both these issues. The Credit Card never snaps in the Tourist starter. It becomes snappable after you successfully open the chest. I also made the character spawn with 4 credit cards instead of 1 (they stack).
The platforms should not fly as vigorously as before which caused the key to fall off.
gltexture.c:115: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token gltexture.c:134: error: expected ‘)’ before ‘*’ token gltexture.c:150: error: expected declaration specifiers or ‘...’ before ‘GLtexture’ gltexture.c: In function ‘GLtexture_Convert’: gltexture.c:154: error: ‘texture’ undeclared (first use in this function) gltexture.c:154: error: (Each undeclared identifier is reported only once gltexture.c:154: error: for each function it appears in.) gltexture.c:157: warning: implicit declaration of function ‘GLtexture_Release’ gltexture.c:177: error: ‘displaySurface’ undeclared (first use in this function) gltexture.c:207: error: ‘scrz’ undeclared (first use in this function) gltexture.c:274: warning: implicit declaration of function ‘GLtexture_Bind’ gltexture.c:279: error: ‘texturefilter’ undeclared (first use in this function) gltexture.c: At top level: gltexture.c:300: error: expected ‘)’ before ‘*’ token gltexture.c:383: error: expected declaration specifiers or ‘...’ before ‘GLtexture’ gltexture.c: In function ‘GLtexture_Load’: gltexture.c:391: error: ‘texture’ undeclared (first use in this function) gltexture.c:395: error: ‘use_sdl_image’ undeclared (first use in this function) gltexture.c:398: error: ‘maxformattypes’ undeclared (first use in this function) gltexture.c:400: error: ‘TxFormatSupported’ undeclared (first use in this function) gltexture.c:415: warning: passing argument 3 of ‘GLtexture_Convert’ makes integer from pointer without a cast gltexture.c:415: error: too many arguments to function ‘GLtexture_Convert’ gltexture.c: At top level: gltexture.c:425: error: expected ‘)’ before ‘*’ token gltexture.c:431: error: expected ‘)’ before ‘*’ token gltexture.c:437: error: expected ‘)’ before ‘*’ token gltexture.c:443: error: expected ‘)’ before ‘*’ token gltexture.c:449: error: expected ‘)’ before ‘*’ token gltexture.c:455: error: expected ‘)’ before ‘*’ token gltexture.c:478: error: expected ‘)’ before ‘*’ token gltexture.c:484: error: expected ‘)’ before ‘*’ token make: *** [gltexture.o] Error 1
So the sporks still aren't registering for me. I just beat the Shadow Palace again and I still only have the Sand Palace spork.
Oh, and two bugs I forgot to mention before are:
When I beat a module, save, exit, and am back at the module selection menu, I can pick a module, it loads, but everything is frozen at the start and I still have the menu music playing. Could that be connected with not exporting my info correctly?
Secondly, putting things on while stealthed doesn't work. No message appears. Furthermore, I have to unstealth myself, drop the item, pick it back up, and then put it on (while still unstealthed) for it to work again.
Weird. Maybe it has something to do with what happens when you first create a character? I compiled totally new source code, so that can't be it. Actually, I'll re-download all the modules, but I doubt it's a module issue, as it's the same bosspork.obj object being used in all of them, with the only difference being how much to modify quests.txt.
In the rogue starter, you can't finish because the door with the deadfall doesn't clear the wall flags from the passage.
Someone will have to try to get past the platforms in the tourist starter.
Some of the modules are still quite a bit too bright. Part of that is the light map of the original levels which already has global lighting included, so it is like doubled.
@hiroy
That bug should have been cleared long ago.
Nice tutorial. I don't really have a color selector that allows paint mixing, but I guess I could have another canvas that I use for that.
You are pretty good at detail. What does the paladin armor need for detailing, and what background? I do not like the background of the original.
Hmm. I'll make an update to see if I run into it again.
As for detailing, you could possibly lay off using grey for shading since it's not really paint-ty. It may stray a bit away from Aaron's style but try zooming in and adding paint strokes with colors like yellow, to yellow-orange(light to dark). Since the style is cartoony, it's up you you if you want to go ahead and a yellow that has a grey tone. Fianlly, to add shine, go from light yellow to white in the direction of your chosen light source.
As for the background, looking at Aaron's originals, I see he uses colors for the background that almost blend together but it does not really overpower the main subject or subjects. They have to work together with the theme of the character too. I can't really say what kind of background would work though. I have to think about it. XD
Not to get too far off topic, but most of the backgrounds for Aaron's character work are curtains.... odd choice... I was thinking of something uniquely identifiable as something from the module, or something that is very paladin-ish.
I was thinking more of stuff like rivets in the armor, etc., but adding color noise is not a bad idea.
Must ... move ... this ... to ... the ... correct ... topic... Nope, it won't budge!