Page 19 of 25

Posted: Wed Jul 08, 2009 8:56 pm
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.

Posted: Wed Jul 08, 2009 9:01 pm
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.

Posted: Wed Jul 08, 2009 9:02 pm
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.

Posted: Wed Jul 08, 2009 9:37 pm
by bgbirdsey
AoD, that is not a good attitude.

Personally, I would rather have a way to include the world map, myself.

Posted: Thu Jul 09, 2009 12:04 am
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.

Posted: Thu Jul 09, 2009 12:42 am
by aleco614
Well, well, well. So it's their fault. -.- (jk)

Posted: Thu Jul 09, 2009 12:47 am
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?

Posted: Thu Jul 09, 2009 11:29 am
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).

Posted: Thu Jul 09, 2009 3:56 pm
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...

Posted: Thu Jul 09, 2009 6:30 pm
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...

Posted: Sat Jul 11, 2009 6:39 am
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???

Posted: Sat Jul 11, 2009 8:30 am
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.

Posted: Thu Jul 16, 2009 11:50 pm
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.

Posted: Fri Jul 17, 2009 9:08 am
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).

Posted: Fri Jul 17, 2009 1:48 pm
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.