The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.
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.
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).
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...
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???
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.
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.
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).
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.