Wave portal creature limit, to avoid forming a horde roaming around(unless we want)
Good idea. And the good thing is that it is pretty easy to do by changing only the particle scripts. If you want, for tests, in the 2v2 test skirmish map, I can add particle effects on the bigknight for a long time so you can play with the script without having to cast any spell.Danimal {l Wrote}:Finally tested the latest one, the creature offset gives it a whole new impression, particles work, they are simple but for a first time they are nice: i can see the researched book and portal having them always on for more shine.
That's because it is updated every turn. If it hurts you so much, we can simulate a countdown to have something smoother. However, the idea would be to have a progressbar in the spell tab showing the cooldown for every spell. @Bertram is working on that with CEGUI guys.Danimal {l Wrote}:Spell counter: not continuous, it jump on 0.3 sec intervals
It is configurable in config/spells.cfg. I've added default values to test but feel free to change if you want. See more the spells as a test than a real ingame feature. If you don't like the way they work (by selecting tiles), the particle effects or even the icons, that can be changed later. I just wanted to implement the logic and have something to see if it works.Danimal {l Wrote}:Spell countdown: i guess they should be different for each spell, 10 sec for everything is not rigth
They spawn from the portal at the defined rate (defined in the level). But if you don't kill them, they will spawn until the current max creatures per seat is reached (30 ATM). Note that spawning rate and spawn begin.end turn can be changed in the level file.eugeneloza {l Wrote}:Now I get why they are always so many!
No worries, the PR is released. You can play with doors as you want ^^Akien {l Wrote}:You Windows players are so privileged, you get new features even before the developers! :P
Bertram {l Wrote}:Hmm, I'd rather think hwoarangmy is using the win binaries for his own evil experiments on windows users. Wait? Did I write that publicly?
And that's only a first step for conquering the world ^^Bertram {l Wrote}:Hmm, I'd rather think hwoarangmy is using the win binaries for his own evil experiments on windows users. Wait? Did I write that publicly?
hwoarangmy {l Wrote}:The new dev release is uploaded:
http://sourceforge.net/projects/opendun ... p/download
eugeneloza {l Wrote}:2. The worker select is seen through the research window.
eugeneloza {l Wrote}:3. The workers don't claim walls near gold.
That's how it was done previously to tilesets. If we want, we can link full tiles together just by playing with the tileset config file.eugeneloza {l Wrote}:1. Gold tiles upper textures are not seamless for corner tiles.
That's related to overlays being displayed in front of the GUI. That will be fixed in my next PR.eugeneloza {l Wrote}:2. The worker select is seen through the research window.
That's not related to gold. That's because there must be some not accessible claimable ground tile. That will also be fixed in my next PR.eugeneloza {l Wrote}:3. The workers don't claim walls near gold.
@Danimal @eugeneloza Could you please try to change the renderer and check if it works well for you ? Note that when you change the renderer, the game will quit.
Yes, I should have added in the change log that the settings window replaces the Ogre startup window. I will edit thatDanimal {l Wrote}:@Danimal @eugeneloza Could you please try to change the renderer and check if it works well for you ? Note that when you change the renderer, the game will quit.
Yes, its working , i was a bit surprised when i didnt see the ogre startup windows
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