New binary for SVN users (#45)

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Zefz
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Post by Zefz »

The world map will be added in back as soon as it is verified that it along with module linking works correctly on all platforms.
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aleco614
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Post by aleco614 »

I know. As I stated, (and was ignored by AoD about,) i don't have a huge problem with it.

EDIT: Jeez, I'm being really grumpy today.
Playing brawl. Not too well, unforunately.
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Agent of Dread
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Post by Agent of Dread »

I didn't ignore it. I just misread the "people not on this forum" part. My bad.
Okay, debating over. Back to the topic now.
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Post by bgbirdsey »

AoD, that is not a good attitude.

Personally, I would rather have a way to include the world map, myself.
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Zefz
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Post by Zefz »

Let's do some testing on it then and find out if it works the way it should. It was a request of the penguinflyers and BenUrban to have it removed until it worked properly if I am not mistaken.
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Post by aleco614 »

Well, well, well. So it's their fault. -.- (jk)
Playing brawl. Not too well, unforunately.
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Post by bgbirdsey »

So, let's get an idea of what "works properly" means.

- Somehow the module linking is not working so that needs to be fixed.
- what else?
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Zefz
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Post by Zefz »

bgbirdsey wrote:So, let's get an idea of what "works properly" means.

- Somehow the module linking is not working so that needs to be fixed.
- what else?
Okay. I just finished a starter with a new character and entered Bishopia. The Sand Palace was nowhere to be found. I did find Bishopia and Sandweg, but could not enter either (neither trigger a "its_too_dangerous_for_%t"). I tried using unarmed attacks (I was carrying no weapons).
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Post by bgbirdsey »

I think that is a problem with no attack particles being spawned for bare handed attacks? I need to check into it.

Of course it's not working for weapons, either...
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Post by penguinflyer5234 »

Zefz wrote:Let's do some testing on it then and find out if it works the way it should. It was a request of the penguinflyers and BenUrban to have it removed until it worked properly if I am not mistaken.
Really? I don't remember that. It must've been BenUrban...
...
bgbirdsey
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Post by bgbirdsey »

Added a debug feature so that you can check the size of object bounding boxes.

I'm not sure what should be done about bookcases. It seems that there's no problem with them in older versions? Did they do something with the mesh to make the odd sized bounding box???
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Post by Shade »

bgbirdsey wrote:It seems that there's no problem with them in older versions?
Yes, there are problems with them. They've always had a really weird hitbox, sometimes already blocking you off if you didn't even touch them yet, but I never got around to report it.
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Zefz
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Post by Zefz »

A brand new binary for windows users:
Download binary #27

Check out the new Game Options menu where you can change the game difficulty! This update also includes permanent life drain (even after death), the new dispel enchant system and the exporting of current life and mana to the next module. There is also the debug mode birdsey mentioned above which is pretty neat.
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Post by Zefz »

I've implemented so that shop items are automatically identified and unkursed upon spawn. This means we can put any item in a shop from the GOR (no need to have seperate override sword.obj which only difference is that it has 0 kurse chance and name is known).
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Post by Cimeries »

Zefz wrote:I've implemented so that shop items are automatically identified and unkursed upon spawn. This means we can put any item in a shop from the GOR (no need to have seperate override sword.obj which only difference is that it has 0 kurse chance and name is known).
Good, saves us the massive trouble of identifying the bracers and amulets in Zippy (50 gold per scroll) before we even know if we want them.
:wink:
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