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Author Topic: PRE-release  (Read 12563 times)

Toady One

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Re: PRE-release
« Reply #15 on: June 24, 2003, 07:08:00 pm »

XL:  I noticed those icons were acting a little weird.  I think part of it is that spells and spell skills from magic arts get separate icons (for some reason).  I'll try to sort it out.

CA:
1) not yet, just because some of the interface pictures won't scale up.  It should be easy to change, and I'll do that (unless it turns out not to be easy).

2) sure

3) Right now healing accelerates natural healing, so scars will form.  I can put a flag on the healing effect that lets the spell template choose full or accelerated natural healing.

4) On the interface now, you can see the new tabs for wounds and so on.  One of the tabs is called "quick actions".  This would be analogous to F1-F12 from other games, or whatever, tied to certain actions at the player's discretion.  Of course, they aren't implemented yet.  I can do it for spells.

Those all sound reasonable.  Keep em coming, and I'll compile a complete list in a few days.  Even DenimSk8r's detection spells from the other thread might be do-able, although I'm worried about the interface changing and killing the code for that.  In any case, I can put in a classless version of it, that say, reports the aura strength at your location (rather than giving some fancy graphic).

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XLurker

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Re: PRE-release
« Reply #16 on: June 25, 2003, 02:01:00 pm »

As far as I have found out the "spell icon bug" occours as soon as I go into the game and actually play it.
Before I do that I can see the icon in both spell editors.
After I have played some time and then go back to the main menu the icons can no longer be seen in the editor.

Are the spell icons supposed to be animated in the game?
The icons that I can see in the game are static,they are only moving in the editor.

[ June 25, 2003: Message edited by: XLurker ]

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Toady One

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Re: PRE-release
« Reply #17 on: June 25, 2003, 02:16:00 pm »

All right, I'll check that when I get home.  The texture must get cleared in between games or something.

The icons are static in the game.  I have no idea why I animated them in the editors.  Way too much meth that day, I guess...

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Toady One

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Re: PRE-release
« Reply #18 on: June 25, 2003, 10:44:00 pm »

I got the icons to disappear, but I haven't figured it out yet.  I also made healing targets color-coded, and made healing spells that can heal nerve damage and that don't leave scars.
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Toady One

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Re: PRE-release
« Reply #19 on: June 25, 2003, 11:17:00 pm »

Okay, so when you want to print landscapes, you don't print polygons that are facing away from the user, because it would slow things down and look ugly.  Unfortunately, spell icons were printed facing away from the user.  I didn't notice before because:

1) I don't turn on face-culling until it prints a landscape

2) I turned off face-culling when it prints the in-game interface icons

Unfortunately, if you quit the game, face-culling happens to be on.  So when you see the editor interface, all backwards pointing polygons are omitted.  It's kinda hard to tell in the code itself if a polygon is facing away, because it's just a list of numbers, and it depends on your camera's orientation.

Anyway, that's fixed now.  On to more stuff...  did anyone have anything else they wanted, Wholesome-Fun-wise?  I have 5 more things on my list.

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Toady One

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Re: PRE-release
« Reply #20 on: June 26, 2003, 01:50:00 am »

You can use purity/etc. as spell requirements now.  I can't do species ability requirements yet.  There's an issue with loading the creature files to get the ability names.  I also added a number of healing spells (all with the newly fleshed out healing effect).  There are spells to heal wounds, stop bleeding, alleviate pain, and mend nerves.  Healing a wound will actually stop the bleeding and the pain but won't fix the nerve damage.

I guess there are also some issues with melting and detonation...  I can detonate my skull and it doesn't matter much.  I can also melt my heart and not bleed to death.

Anyway, the big things left to do are aura detection, fixing the encyclopedia (it isn't working quite right), supporting other resolutions, and quick action buttons.

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XLurker

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Re: PRE-release
« Reply #21 on: June 26, 2003, 10:51:00 am »

I remember you mention that you can see through blood in this version.
Is that correct?
In this case I have got a problem because I CANT see through it.

[ June 26, 2003: Message edited by: XLurker ]

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Toady One

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Re: PRE-release
« Reply #22 on: June 26, 2003, 12:04:00 pm »

It might be a bug, but it's not that translucent.  You won't be able to see the ground through it.  It also depends on the species.  If I have my own human character lying down in a pool of blood, and I zoom in, I can see a very faint outline right at the liquid level.

A better test is this:  If you play a shadow demon, and press Z once to get the sun shining, and you are on turn-based, then start yourself burning by taking a few steps (but then wait so you don't die), can you partially see yourself through some of the flames?  You might have to adjust the camera to get the flames in front of you.  In any case, that would say if transparency is working.

If you are feeling more brave, you could also go into the creature editor, load human, go into the blood material spec, and raise the transparency to 95 or something, and save it.  Just remember to play the same gender that you changed (males and females use different mat specs)...

Off to school.  I'm making little flashcards for my oral exams.

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XLurker

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Re: PRE-release
« Reply #23 on: June 26, 2003, 01:21:00 pm »

Yes I can see the shadowdemon through the flames so it might be okay.

Im sorry that I cant test your second suggestion right now.
Im too drunk.

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Toady One

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Re: PRE-release
« Reply #24 on: June 26, 2003, 02:27:00 pm »

Yeah, don't operate the editors while you're loaded.  Good call.  Give the keys to someone else.

[ June 26, 2003: Message edited by: Toady One ]

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Toady One

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Re: PRE-release
« Reply #25 on: June 26, 2003, 10:45:00 pm »

I've added spell hotkeys.  You set them up in the magic menu, and they can be F1 through F12.  Once you set them up, you also have a menu on the right side of the screen where you can click them using the mouse.

I haven't decided how to set up the shadow creature detection ability.  There are a number of ways it could be done.  It could be a side effect from knowing a magic art (shadow demons will have a magic art attached to them later so that they can possess things).  It could also be some kind of sense directly in the creature structure.  That way, we can get into natural (not necessarily magical) detection of fields.  It could also be attached as a function to an organ this way.

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