Who's that?
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Nov 6, 2011 at 4:14 pm |
#27
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![]() kobold lord |
Joined: Sep 9, 2010 Occupation: Petty Functionary Location: Eating pea soup in the world map Interests: Mangoes Posts: 118 Groups: | |
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SquashMonster wrote ![]() I just saw what vasilly did with the dungeon dat and it's really great. We absolutely should have that feature. Is his code available and in a working state? I saw that he was working on replacing all scripts with some fancy thing and we don't need that (especially since it doesn't seem to have happened) but everything else from his version sounds like a fantastic base. ... Also, if I understand correctly (I often don't) you added a number of extra dungeons in CLIVAN, yeah? Do you have a general system for that, or in general an idea how we'd do Phase 1 point 2? Vasily has a git repository here. As far as I know he only works with linux. Apparently he stopped working on his VASYA script because of this. Worldmap: The method I used is post somewhere in the forum under Programming. The way that the devs implemented the placement of locations is a little bit muddy. Most of the "bugs" were written in worldmap.cpp. I have a special interest in improving this because I'd like to try to introduce named continents (named after forum members ). Should be easy though because continents already have numbers. The bugs include continents being too big (i think I fixed this in CLIVAN). One which I did not fix was this line: Code if(AttnamPos != TunnelExit && ElpuriCavePos != TunnelExit) The above was invented by the devs and it works fine for IVAN 0.50 and CVS, but causes problems for instance when you add more locations. As an example, while testing CLIVAN I once loaded a game where I could not find the "Dark Forest" location anywhere on the map, and I can only presume another location ("Muntuo" since it is the same terrain type i.e. Leafy Forest) was written over the top of it. I'm sure if each location had a unique terrain type, then this would be solved, but then the game would have to spend inordinate time trying to generate a continent that "PetrusLikes". So basically I have a feel for some of the undocumented features and some points about what is wrong, but to overhaul this would take me maybe 80 to 120 hours to come up with a paper model. Oh, and no money for me please leave it for the pros, like Squash. I already have a job, this can be my hobby. | ||
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Last edited by Warheck : Nov 6, 2011 at 4:20 pm. | ||
May 17 at 9:01 pm |
#33
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![]() giant spider |
Joined: Sep 6, 2010 Posts: 22 | |
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i hardly remember the whole picture, but there were changes in parser too (i added #enum and #bitenum pseudocommands), Extend for extending existing object definitions and so on. and yes, i'm not dead, i'm just trying to keep development speed comparable with official I.V.A.N. %-) now i'm slowly porting CLIVAN features. p.s. new repo scripting support is not the top priority for now. and windoze support is broken. i think 64-bit systems support is broken too. but we are not dead yet! %-) | ||
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The Cathedral of Attnam > Programming > Who's that?


Nov 6, 2011 at 7:45 am



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kobold lord
). Should be easy though because continents already have numbers.
leave it for the pros, like Squash. I already have a job, this can be my hobby.
hedgehog
. The existing manner in which continents are generated is too clunky and converting the classes to objects fulfills a step toward making novel world locations scriptable.

giant spider