- AI improvement to allow basic gameplay for a minimalistic tower defense/rush or dota mode
- Editor improvements - Adding and deleting creatures, traps, rooms and
other props is not possible yet (only in the level file). Modifying the
map layout is not possible in editor. With these features people could
already design maps and load their own creatures and props.
- Creatures' health points don't work (and probably damage, too). They
seem to die instantly, but I'm not sure if it's not implemented yet or
if it's a bug.
oln {l Wrote}:I would say [these] Are much more important tasks than the graphical enhancements you mentioned as "High priority".
paul424 {l Wrote}:Let's be honest, there is nothing complicated in AI of OD creatures : we have a variable X of normal distribution on some interval say I = [0,1] , than we have some partition of that I , each of subpartition ( or how it;s called ) having action assigned , and according to the actual value of X we can pick an appropriate action . ( Well there are some corrections for example the non-Drone units cannot do the action Dig, but that's how it works in the big picture.
Danimal {l Wrote}:This makes me want to ask this, when will be possible for you guys to properly code the creatures behavior? it will be great if you could achieve something like what Flipflop has already achieved in agentkeeper.
But i guess there are still too many areas to focus on developing rather than this one.
- Fix the tileset display in the Win32 binary. I must have done something wrong.
I asked Paul to review this patch, which might be the cause of the problem: viewtopic.php?p=54237#p54237
- Fix the new tileset handling in the simplest way possible so users don't have to add postfixes, even if it means doing compromise about features.
(Please, no engine or technology switch. :3)
- Fix the white creatures display. Is it an artistic problem, or a dev one?
- Pushing "New Game", pushing Esc, and pushing "New game" again makes the game crash because it is reloading the same resources according to Ogre. Might be the same with the editor button.
- Pushing "New Game", pushing Esc, and Esc again, makes the player go back to the game he left as if it was running in background or left untouched in memory. Is that a desired thing?
I tell you most of the recent bugs come from porting CEGUI to 0 8 3 which is not complete
but I left it in favour of doing something more entertaining
everyone could fix it ...
If you would put your foot a little longer with OD I could guide you a little , especially if you have time to hang on IRC ...
As for the branches .. .well I was new as well and noticing that I have to jump to proper branch was easiest of all things to grasp ...
I can delete them , but do you promise to re-write the features which are lost there , if we would need than in the future ?
- Editor improvements - Adding and deleting creatures, traps, rooms and
other props is not possible yet (only in the level file). Modifying the
map layout is not possible in editor. With these features people could
already design maps and load their own creatures and props.
Q and E for rotate are OK; the improvements on map editor would be good, i could try to make a map or two, but rigth now its very difficult without deep knowledge, i will wait for that (or someone puts up a tutorial "OD mapmaking for dummies").
Also, i tried to contact Skorpio a few days ago, sadly no answer yet. Ill help you if its within my capabilities, whats exactly the reason of the white dudes?
website {l Wrote}:1) The Tiles corruption( empty holes in the walls :\ ) — comes from the wrong Scorpio description from his Tile set ( the postfix, like ‘00011001’, codes the expected neighborhood )
2) Creatures’ material ( >>Actors<< as I call them ) corruption ( the white paint on their bodies :\ ) — comes from the obsolate shader’s language version they are coded in ( mostly Nvidia’s CG script ) .
import base_material from "general.material"
material Troll2 : base_material
{
set_texture_alias diffuseMap Troll2_col3.png
set_texture_alias specMap Troll2_spec2.png
set_texture_alias normalMap Troll2_nor3.png
}
material Knight
{
receive_shadows on
technique
{
pass
{
ambient 0.00000 0.00000 0.00000 1.000000
diffuse 0.708792 0.708792 0.708792 1.000000
specular 0.024482 0.035958 0.044421 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture Knight.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
Danimal {l Wrote}:As for new models Skorpio had some on the oven like the blood-fly and lizardman; but that depends on him as well.
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