Search Results
Searched for posts by fejoa in all forums

Showing results 751 - 760 out of 1011 total
Modify your search
Posted by fejoa, Aug 14, 2014 at 12:47 am
4zb4 wrote
There's a little about her in a text file on god ideas (which also reveals they wanted to go for a order/chaos man/nature system rather than just lawful/chaotic)

This reminds me about the plan to change over to Ighalli's god system.
Posted by fejoa, Aug 13, 2014 at 4:20 pm
I think it's the original name for Silva and I am pretty sure that in the code they are one and the same. A bit like the Morgoth/Melkor thing. Only Terra is never referred to in the text of the game.
Posted by fejoa, Aug 11, 2014 at 2:37 pm
Do you know that if you change your leg material to "brown gas", you can run faster?
Posted by fejoa, Aug 6, 2014 at 6:36 am
It's true, that modification makes c/livan a damned sight easier. I should have changed it back really. I don't advocate changes that make it easier to beat the game.
Posted by fejoa, Aug 6, 2014 at 6:28 am
That means Ivan Gorovits should be able to boldly walk through a fart cloud without quailing.
Posted by fejoa, Aug 6, 2014 at 12:17 am
The question is, does the tactic work against Sherry? (Sorry Smag, I just really need to know this)
Posted by fejoa, Aug 3, 2014 at 4:24 am
There are also some references to the intended function of certain weapons in item.dat. For example athier has GearStates set to Infravision and vormav likewise has a bunch. It seems lynslag genuinely has no extra functions and that demonhead is simply an outrageously upsized meleeweapon. I bet there are a few more clues in item.dat.
Posted by fejoa, Aug 2, 2014 at 8:28 am
Hey guys, I've been reading the wiki lately and it is looking really great. Found some interesting facts about clivan artifacts really appreciate the hard effort that is going into it. Good stuff.
Posted by fejoa, Jul 22, 2014 at 4:42 pm
You three guys are right onto it. Yep the next thing is to set up some database values for materials. I think I will make use of the material interaction flags to indicate whether a material can burn (being sure to deactivate the part of the code that causes scrolls to spontaneously combust, which is a function I want to preserve by building it into the new fire scheme). I want to make the burn-time dependant on the density of the material and perhaps the mass of the object. I will also introduce a new database variable BurnModifier, set this to a standard value except for materials which will have longer burn times, and allow this variable to dynamically influence the burn time and activation energy in conjunction with say rings of fire resistance, cloak of fire resistance etc.
To answer Azba:
4zb4 wrote
Why does it need identical RGB values to work?
Yep I have appropriated that code from the rust subsystem, down to the letter. The few lines that cause pixels in the ironalloys to take on a rusty poo colour, I replaced with a hard-coded colour value, sort of a dark grey. Identical RGB values give colours that appear along the grayscale, the darker end of which I would like to exploit to turn the pixels to a charcoal colour. It is just a bit of mathematics to finish the last step, and there are a multitude of ways of doing it, so I'm just letting my subconscious think of a way for me. Basically it is the problem where I have a material which has a particular colour, and I need to change a random colour to dark grey. There is a variable, Index, in the relevant part of the function which represents the intensity (so whether it is a light shade or a dark shade). I think I will normalise the colour to a known shade of gray and use the intensity to scale the brightness within a small range of values. I think this is your suggestion right?
Posted by fejoa, Jul 21, 2014 at 12:15 pm
Ok fellas, here is a bit of an update since the post above:
I have got the game to cause materials, specifically solids, to burn progressively according to the scheme "not burnt", "slightly burnt", "moderately burnt" and "heavily burnt". Right now they combust at a fixed rate, which is set to 10 times as fast as bananas spoil. Solid materials now have a Be(); function which facilitates progressive burning as per the spoil subsystem. I am planning to have a separate flag in item.dat for materials that can specifically burn. To my feeling, the solid materials with ConsumeType flags CT_MISC_ORGANIC is a good subset.
I have also got IVAN to store data about the condition of a material as it burns, à la rust subsystem. It manipulates bitmaps in a similar way, but I am still looking for a clever and efficient way to colour the pixels black, according to a range of colour intensities (right now I just set RGB to a fixed dark colour).
At the moment a burning stick does not say if it is on fire or not (which needs to be coded in as well).
The changes have been pushed to the repo warheck-sandbox.

In the pictures below you can see the abovementioned behaviour, where the trusty burning stick now acquires the appearance of charring on its surface.