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Author Topic: Reply 43 in Armok 0.04.00  (Read 12773 times)

Toady One

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Reply 43 in Armok 0.04.00
« on: July 21, 2003, 08:41:00 pm »

The one on the bottom right came from a bug while trying to get the remove hair spell to work.

Anyway, the editor is code is mostly restored -- I haven't had trouble yet, but there could be omissions that cause it to crash.  It's hard to tell.

I have no idea how trees and grass got into your creature list without stock files to back them up.  Are there ".cre" files with those names in your stock folder?

So...  flaying is almost done.  The same code can be co-opted to make things like slash wounds and scars and all sorts of things...  it should be quite useful in the future.  I can also use it to make things turn to stone.  I might still have time to do that today.

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Denim Sk8r

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Re: Reply 43 in Armok 0.04.00
« Reply #1 on: July 21, 2003, 09:51:00 pm »

um...the trees, rabbits, bushes, mammals, retiles, ants, and etc. appear on my creature list too, it doesn't happen when you create the universe, only after you've played in it and reload the universe. All the other creatures appear after the stock ones you have imported. Also, I think when I clicked on bushes or trees, it would crash before showing any preview picture.
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nd then Trogdor smote the Kerrek, and all was laid to burnination...

Captain_Action

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Re: Reply 43 in Armok 0.04.00
« Reply #2 on: July 21, 2003, 10:29:00 pm »

Babyruth?

That is what I hear when I look at the one on the bottom right.

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Toady One

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Re: Reply 43 in Armok 0.04.00
« Reply #3 on: July 22, 2003, 02:32:00 am »

He he he...

That problem is fixed (now it won't let you play any non-stock races until I get a better handle on things with the universe editor).

Reactions now affect growths.

Sun to stone and back works.  I tested it on women, but then I switched them back to normal.  The only things that change now are face horrors.  If they aren't in the presence of evil, they turn to solid pure evil statues, except for their eyeballs, which will burn away when the sun rises.

If you want to see the gargoyle behavior, you can either pick a creature and add all of its mat specs into the Sunlight Transformed mat class.  Or you can wait until Denim Sk8r puts up his gargoyle, if you are inclined to wait and he is inclined to do so.

I think all I've got to do now is make a flesh to stone spell.

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Toady One

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Re: Reply 43 in Armok 0.04.00
« Reply #4 on: July 22, 2003, 04:51:00 am »

I put IT up.  It's rough in a number of ways, especially regarding stoning, etc.  But it seems to work.  Let me know if there are problems.
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XLurker

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Re: Reply 43 in Armok 0.04.00
« Reply #5 on: July 23, 2003, 05:21:00 am »

And its...working very fine   :)

Altough I now find it somewhat difficult to use the "Cone of Heat" spell properly.

And besides what can you do to prevent the face horror from being stoned?
The lack of light alone doesnt seem to be enough.

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Toady One

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Re: Reply 43 in Armok 0.04.00
« Reply #6 on: July 23, 2003, 06:29:00 am »

The face horror will turn into pure evil if it is in too good an area.  There is no way to stop the process, aside from removing its flesh from the Evil Sustained material class and saving it.

If you are a face horror, press G and look at the details of the ground you are standing on.  If you detect "little evil" or less, you'll be pure evil if you aren't already (day or night).

The same works for shadow demons.  If you detect "some evil" or less, you'll burn up in sunlight.  If you find more evil than that, not even sunlight can kill you.

This is all pretty irrelevant now in the sense that you can't travel far enough for it to make a difference.  But that shouldn't stop you from summoning face horrors to be canaries in your evil mine.

Is the cone spell difficult because of the new dimension restrictions, or because of some other problem?  My brother hates the cone targeting in general.

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XLurker

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Re: Reply 43 in Armok 0.04.00
« Reply #7 on: July 23, 2003, 07:20:00 am »

I think its both.
I havent managed to hit anything with this spell yet.
Before the restrictions I at least managed to hit targets once in a while.
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Captain_Action

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Re: Reply 43 in Armok 0.04.00
« Reply #8 on: July 23, 2003, 12:52:00 pm »

I love the new wounds screen!

But I think I found yet another bug...

I got beat up pretty badly by a rabbit. I casted the regeneration spell and saw the messages about wounds closing. But some of the body parts that had wounds "closed up" were not damaged. Also I had a lower right leg that was "tore up badly" and when I casted the single target heal on it I would get no feedback. Even multiple castings of the regeneration spell gave no feed back. Thinking I had found a targeting bug I casted the teleport body part spell on it. Well, it worked... Too bad that the pain from doing this made my character faint and die from blood loss.    :eek:

[ July 23, 2003: Message edited by: Captain_Action ]

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Toady One

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Re: Reply 43 in Armok 0.04.00
« Reply #9 on: July 23, 2003, 01:01:00 pm »

I like the scars in it.  You can dent people now.

One of the weird (temporary) quirks with spell targeting is that you have to aim right at the circles (press TAB to see them).  I think with the cone being so narrow now, it's best to shoot at the feet, right through the circle.  The base of the cone also needs to extend passed whatever you're shooting...  hope that helps a little.  But yeah, it sucks.

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Denim Sk8r

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Re: Reply 43 in Armok 0.04.00
« Reply #10 on: July 23, 2003, 03:55:00 pm »

Ok, Gargoyle update:

They now have every tissue of their being turn to stone a few seconds after being in daylight. As this happens they drop whatever they are holding. When stoned, all they can do is not walk. You can still turn in place, change stance, cast spells, and whatever. They can also pass out and die while in stone form, or suffocate or become blind or whatever. My hopes are that for the next release, they can be treated more like objects rather than beings in the other form so that their weapons are held tightly in their grasps and they don't feel pain or start suffocating or anything until the are turned back, at which point they can quickly die if having been injured so much during the day. Anyways, it's good enough for now.

Here's what I have working on now:
Gargoyles
    winged creatures that turn to stone during the day
Imps
    evil winged creatures that don't know the meaning of "pain" but must remain in areas of evil during the day, parts made of shadow
update centaur and hydra for new version
   check to make sure that they're compatable, maybe slight revisions
horn model
    imps have horns
new head model
    have a place above ears to stick horns, also more frills, I think so far, the old frills are altered slightly, an option for a unibrow, a goatee, and a Hitler looking moustache

Stuff I haven't started yet:

I thought about a two headed creature type with half of its body going in to stasis at day and half at night. Probably look like a bulky human, ogre-like I guess.

I haven't played with the spell editor for this E version. I should have new spells at some point.

Symbols, I made symbols for D version, that became incompatible, I may just transfer them over or make new ones.

So there should be new things between now an the item release.

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nd then Trogdor smote the Kerrek, and all was laid to burnination...

Harlander

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Re: Reply 43 in Armok 0.04.00
« Reply #11 on: July 23, 2003, 04:12:00 pm »

Wow... I can't get a handle on the editors to such a degree to make anything cool...

All I managed to do was give the flesh balls a gigantic and hyper-intelligent brain  :p Somehow I also managed to allow them to wield a weapon.. It's wierd to see this humungous ball slapping enemies with a titan broadsword...

I can't stick eyes on the surface though, perhaps the ball model doesn't have the neccesary attatchment points?

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Toady One

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Re: Reply 43 in Armok 0.04.00
« Reply #12 on: July 23, 2003, 05:43:00 pm »

Sorry about the symbols -- I had to alter how they were stored to make them into textures.  They should retain compability from now on.

With the gargoyles, I think one problem might be that sunlight only reaches the skin and outer tissues.  If a tissue is deep, it won't turn to stone.  So the gargoyles are actually fleshy on the inside (not that being stone would prevent some of the problems you mention -- the code isn't quite done).  I guess I need to alter the reactions so that sunlight somehow has a penetrating effect, or the presence of stoned tissue on top of non-stoned tissue causes the inner tissue to become stoned.  A problem with the latter approach is that the inner tissue would immediately want to unstone itself, because it isn't getting any light.  However, if I add stoned tissue as an inhibitor (which wouldn't work as the code stands), the stoned tissue would inhibit itself from becoming flesh again.  Pfft.  So many annoying caveats -- of course, most of them hinge on me just finishing what I started.

Hmmm...  I think it depends on how you are sticking the eyes on.  Most things won't work.  It'll display eye textures (probably) if you make eye adjunct body parts, at least around the front...  man, I don't even know.  That works for people.  The editors quite often write cheQUES that the code can't cash.  There's so much left to do.  Overwhelming, really...

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Captain_Action

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Re: Reply 43 in Armok 0.04.00
« Reply #13 on: July 23, 2003, 06:48:00 pm »

Stoned critters...

Perhaps you could force a hibernation state on any critter that gets stoned..

heh.. sounds like a bob dylan song.

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Denim Sk8r

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Re: Reply 43 in Armok 0.04.00
« Reply #14 on: July 23, 2003, 08:26:00 pm »

I've finished redrawing the symbols, but it seems to have a problem with using them, hitting the + and - to change them....doesn't.

[ July 23, 2003: Message edited by: Denim Sk8r ]

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nd then Trogdor smote the Kerrek, and all was laid to burnination...
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