creatures rush to battle instead of idling when near enemy
Beds dont dissapear when the owner dies, sometimes a new creature builds its bed over a dead creature´s one.
New textures arent showing like they should, im sure its a problem related to how the engine shows Normal/specularity maps, since textures without normals are ok (dormitory one)
Old treasury texture is still used instead of new one (material/normal/specular maps are fine though)
You are really a titan of work !
Don't bother with the window, I could make it later to look better .
I see there are some mechanism changed like spawning pools and removal of creature characteristic ( ? ) .
We lack some nice place , where we could document or say abstractly about mechanism on which the OD is build upon .
Yeah I can see it's RTT , cause the golden yellow steam-punk digger, has now the square texture rotating inside it ( with one of it's cog wheel, this texture should to be opaque , right :P ? )
I already pushed paul424-stacktrace and paul424-image2map to the development branch
and I can start merging yours.
Same thought here. I actually spend a lot of time testing the material language against Linux/windows and have different behaviour there because of the difference in capabilities of the drivers.
The creatures and most tile models should use the RTT shader system again now, making them a bit better looking. (Phew...) But when it comes to apply speculars/normals, I used your material scripts as is.
I know that one can create tangents/normals on models using the Orgre API in case the models doesn't have some, and I've also seen a function in OD made to apply a normal texture on a model through code.
I guess sometimes in the future we should investigate if we have better result with the code I've seen there.
If a specific creature is looking really ugly, please tell, and I'll have a look.
Well I put some fixes to image2map as well , as you pointed out, sorry for that faux pas , should I revert it ? It does not collide with anything , and you can SOME maps with that ?
well , they look really ugly on my pc, can anyone else with windows confirm it? If its the only way i can re-export everything without normals, and sorry but i barely understand what you tell above. So is something that can be fixed or are normals forbiden for now?
I just fixed the middle-click stat window (and made it possible to close it), btw:
That one was a bit nasty since I'm still a noob with CEGUI, but this API is rather friendly once you get to know it.
Old treasury texture is still used instead of new one (material/normal/specular maps are fine though)
Must be my mistake. I made this build so you can also have a taste on the library and why not test other textures, feel free to reapply them if needed.
Actually the new textures look just like they do in your latest screen, all black with some kind of huge reflection effect, and the library ones are dark blue/purple-ish (im sure by effect of the normal map) like in your previous screenshot.
So, will you correct it?, im sorry but i still dont have access to github or be able to compile (clumsy me)
That is pretty good, but just a temporary solution imo, we need something like the life flower from DK games, so its easy to know creatures health and levels at a glance, not to mention being able to know which ones are yours into a big figth and recovering near death ones.
Claimed tiles and walls are kind of ugly. Diggers are leveling up way too fast (I don’t mean their stats I mean their level number).
The change of the keyboard grab breaks keyboard in game on my computer.
Claimed tiles and walls are kind of ugly. Diggers are leveling up way too fast (I don’t mean their stats I mean their level number).
Walls ok, I knew but you're finding the claimed ground tiles ugly even with just the cross colored? Maybe it's because of the green color we aren't used to in DK games.
paul424 {l Wrote}:Dude , use the keyboard button PrinScreen
Danimal {l Wrote}: i tried "printpage" button and an external program, but its always a black capture.
Danimal {l Wrote}:Its all because the tiles normal map is not applied, that makes the floor tile a lot more bright, the cross color is also too shiny, so both of them combined give that bad impression.
Danimal {l Wrote}:Exactly, it doesnt work, is there an internal key or command to take screenshots?
MCMic {l Wrote}:Danimal {l Wrote}:Its all because the tiles normal map is not applied, that makes the floor tile a lot more bright, the cross color is also too shiny, so both of them combined give that bad impression.
Sounds a lot like what I’m seeing.
Look I always ask programmers to make separate command for each feature they make. Like with the hwaragony pause feature -- I am ignored ...
Danimal {l Wrote}:cant it be toned to a ligth grey? black is not the best in my opinion
MCmic {l Wrote}:It looks better.
But Forge, heart and portal still have a texture problem as on your screenshot, seems like the texture is missing or transparent.
Kobolds are walking on lava and not on water instead of the opposite.
Kobolds seems fine with negative awakeness value, shouldn’t they go to sleep?
Creatures in the Dojo are not gaining any xp as we can see with middle clic.
Their is no way to destoy a room tile if you misclick.
I have a counter-proposal: brown of the tone of the rest of the texture. Easier to achieve than grey without diffuse btw.
What do you think? (Please have a look at full size)
Please go to http://game-icons.net/ and choose an icon for the rooms removal. I'll add the button, and we'll see about how adding this. (Should help testing rooms btw)
Deleting rooms should give back half of the money, right?
Danimal has setup Kobolds in the creatures.def file to behave like flyable creature
I was not ignoring you. It's just that back then, I had never tried the console and I didn't know what you meant. But now, I have made some changes and added a console commande "pause" to get/set pause within the console so you can play as you wantpaul424 {l Wrote}:Look I always ask programmers to make separate command for each feature they make. Like with the hwaragony pause feature -- I am ignored ...
Users browsing this forum: No registered users and 1 guest