Danimal {l Wrote}:i stumbled a bit on github + git, i tried to be as cautious as possible but insta-merged a pull request. Now i know the right way of doing pull requests, so please overlook the blunder. If you dont like the new skin for tentacle you can revert it.
Danimal {l Wrote}:i stumbled a bit on github + git, i tried to be as cautious as possible but insta-merged a pull request. Now i know the right way of doing pull requests, so please overlook the blunder. If you dont like the new skin for tentacle you can revert it.
Akien {l Wrote}:I guess Bertram will do some cleaning (maybe leaving your commit for the skin tentacle which looks alright, but there's also some test stuff to clean up).
Basically, you should always work in a clone of Danimal696/OpenDungeons. You do not need to have a local copy of OpenDungeons/OpenDungeons, you can leave that to Bertram and his git-fu :-)
Thanks for the git-fu But in any case, Danimal will have to learn his surprise punishment on our next lan. ;P
Its more stable (no crash at all after 1 hour gameplay),
I spotted a regresion, if you create a new treasury near a gold vein and excavate it, your kobolds carry the gold to your first treasury, not to the nearest one(the first treasury was premade/loaded from map).
Ligths from cursor override normals? maybe the reflection map is too trong
Yellow mark for dig is too thin, it should be darker/brigther
"Star" from ground tiles need cleaning, there are some stray pixels -> Me
Creatures position walking in water/lava could be lowered from ground level
Lower treasury total gold stored, i can store over 40k in 3x3
Ramdom rotation on money bags on treasury, to fake more variety
A ranged minion for keepers (where to get one i wonder?)
Our evil plan is known from everybody now...Bertram {l Wrote}:Yes, we made Danimal play for at least 1 hour Too late, he's addicted now. :>
If we really want to lower some creatures when walking over water/lava, the most simple, IMHO, is to add an attribute in the creature definition. That would also allow to lower more or less depending on the creature type.Bertram {l Wrote}:Some of them fly, so it may not be that simple. Did we want kobolds to walk on water or not, btw, alla DK1?
I would say the easier would be to add that in room.cfg. This way, you don't even have to bother about itBertram {l Wrote}:How much would you find acceptable?
I'm not really sure if it can be client only information or if the server must know about it. My feeling is that it could be but it may be more complex than expected.Bertram {l Wrote}:I would also offset them a bit at random within the tile. But all this info might need to be stored on client? (Not sure about it, though.)
I'm not really sure if it can be client only information or if the server must know about it. My feeling is that it could be but it may be more complex than expected.
Some of them fly, so it may not be that simple. Did we want kobolds to walk on water or not, btw, alla DK1?
Is it the Dark Elf missing creature we were talking about?
Bertram wrote:Yes, we made Danimal play for at least 1 hour Too late, he's addicted now. :>
Our evil plan is known from everybody now...
Go to the easiest implementation, each client can see them in a different way, there is no difference gamewise, just a visual one.
Dont you dare nerf my kobolds anymore! ; maybe add a value "fly=true" that ignores the offset when in water/lava?
Yes, but there is not even an untextured base model, so im giving priority to models that only need rigging. I found an Imp, so i guess it could do as a tier 1 ranged unit for keepers
I wonder who is dancing on whose hands
import RTSS/NormalMapping_MultiPass from "RTShaderSystem.material"
material Trollbed : RTSS/NormalMapping_MultiPass
{
technique
{
pass lighting
{
// Override the normal map.
rtshader_system
{
lighting_stage normal_map TrollBedTextureNormal.png tangent_space 0 bilinear 1 -1.0
}
}
pass decal
{
lighting off
// We use blending, so that we can see the underlying texture.
texture_unit decalmap
{
texture TrollBedTexture.png
}
}
}
}
hwoarangmy {l Wrote}:I've updated the dropbox release with the actual dev repo + my PR:
https://www.dropbox.com/s/nmphkwondup52 ... e.zip?dl=0
Can someone upload it to SF ?
Bertram {l Wrote}:I wondered. Are the OD portable binaries lacking the libggi so file, just like the VT portable binary was?
Bertram {l Wrote}:Off-topic: I've uploaded the x64 portable binary of VT? Thanks
Bertram {l Wrote}:Yeah, Spiders don't like CaveHornets. they are natural enemies.
Sometimes the hornets win though.
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