Guest Timmmm Posted September 13, 2003 Report Posted September 13, 2003 Stop everything. Its ridiculous. Sure maybe it need slightly more advanced physics, but COME ON! Its not that hard. Who needs cyrillic characters, when you bounce off walls in a crazy way that doesn't look right. I know its been said before, but priitk seems to be ignoring this oversight/flaw.
Smong Posted September 13, 2003 Report Posted September 13, 2003 Maybe have a few special tiles that bounce in a direction depending on their shape (with black being transparent/not part of the shape), that way you can have curves too.AFAIK it wasn't in the original SS, so it's not a flaw.
Paxil Posted September 13, 2003 Report Posted September 13, 2003 God, if you only knew how bad I've been wanting that...
mister manners Posted September 13, 2003 Report Posted September 13, 2003 kliff, whered u get that avatar, its hillarious, we need i think i said 20 more tiles, 4 angles, 6 shoot thru, but not fly thru, and 10 1 way tiles
Yupa Posted September 13, 2003 Report Posted September 13, 2003 mmm, would be nice he's got something planned out, I think, but hasn't coded it afaik as for more tiles, I think it'd be better if you could just define how many tiles you want and have that - define which tiles do what
ExplodyThingy Posted September 14, 2003 Report Posted September 14, 2003 Or just use a basic balck solid, flyover, angle solid,and youll endup with a base set of 20ish tiles including the animated ones and doors. Fro there you make a LVZ tileset and tile the necessary images over the map. Essentaillay an inifinite set of tiles, and can be kept to ubersmall size if people used the LVZs as legit tiles, not mappeing out huge sections with a single lvz.
istink2 Posted September 14, 2003 Report Posted September 14, 2003 i think it would be kinda kewl to have tiles that moved. like 1 second a tile is in 1 place and then a few seconds later it moves a few spaces away
ExplodyThingy Posted September 14, 2003 Report Posted September 14, 2003 You can do doors like that if you do it right.
istink2 Posted September 14, 2003 Report Posted September 14, 2003 ya but it would prob take me about 2 hours to get it right
»SOS Posted September 14, 2003 Report Posted September 14, 2003 PriitK once said he could easily implement it, but since there is no map editor... it'd not be a very useful feature
mister manners Posted September 15, 2003 Report Posted September 15, 2003 "have a bunch of tiles, and define them"where? in the server like [tiles]tile1=s(solid)tile2=stile3=stile4=stile5=aur(angle upper-right)tile6=alr(angle lower-right)tile7=ow(1 way)...u get it
madhaha Posted September 15, 2003 Report Posted September 15, 2003 Something like that. Think lvz format. Its on Priitk's to-do list and he seemed quite happy to put it in so it will Probably be done. One day...
»SOS Posted September 16, 2003 Report Posted September 16, 2003 No, no, do not think LVZ format. That thing is annoyink
madhaha Posted September 16, 2003 Report Posted September 16, 2003 Well make a better editor. And hurry up with it!
Kadith Posted September 16, 2003 Report Posted September 16, 2003 that might be whats taking so long with implamenting the better tile system
Yupa Posted September 16, 2003 Report Posted September 16, 2003 that might be whats taking so long with implamenting the better tile system no
mister manners Posted September 16, 2003 Report Posted September 16, 2003 defining tiles u want, too laggy to the client becuz every zone could be different, im just saying, add about 20-30, and make a map editor plugin or whatever so it'll work, and not just ...
madhaha Posted September 16, 2003 Report Posted September 16, 2003 "defining tiles u want" is not too laggy and Priitk has it earmarked for development because he considered it easy to do. One of the few times I've heard him reply. I have no idea why you think it would lag.
mister manners Posted September 16, 2003 Report Posted September 16, 2003 well, then how? i need an explaination , like [tiles]deftiles=20...etc.?then how would we know the tiles were working with, make it in a .set to bundle with the .bmp tileset?and why it would lag is...um...your client would have to recieve the info of the map, if it is built in to the map, or the server, because it would have to send info to draw the tile, and it would have to check the .set or whatever to see what tile it is, and then apply the attributes(one way, angle, whatever)i just want sample formats tyo ghet an idea of what ur getting to in this whole thing of defin ing tiles, or just, -*BAD WORD*-, add 50-100 tiles, it doesmnt matter, raise th map size 500 kb, who cares whatever
Yupa Posted September 17, 2003 Report Posted September 17, 2003 for example... an easy way would be to make it so any size bitmap can be used for a .lvl (.lvl is just placement info and a .bmp) then you could have something (even just a .txt file) that specifies tile properties (solid, not solid, layer, etc) this wouldn't even necessarily require a new map editor (though it would probably make it all easier to do) ------- as for your claim that the information would have to be transferred from here to there, you're right...but this would not really produce any noticeable lag - the current setup has to transfer such information, too
Trained Posted September 17, 2003 Report Posted September 17, 2003 SOS, finish your editor.. were all waiting on it, just do it already!
Yupa Posted September 17, 2003 Report Posted September 17, 2003 SOS, finish your editor.. were all waiting on it, just do it already! don't bug him
madhaha Posted September 17, 2003 Report Posted September 17, 2003 Akai, finish your forum skins... we're all waiting on it, just do it already!
Dr Brain Posted September 17, 2003 Report Posted September 17, 2003 Akai, finish your forum skins... we're all waiting on it, just do it already! Don't bug him.
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