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IDProjectCategoryLast Update
0003511Valley 1Programming TodoJun 14, 2011 4:17 am
ReporterChris_McElligottPark Assigned Tocupogoodness  
Status resolvedResolutionfixed 
Summary0003511: Existing buildings to re-wire (F7 work).
DescriptionPlease now use version 1358 in SVN to do the updates. That's the very latest compiled version.

The following buildings were already in a fine side-view perspective, and don't need any re-rendering on my part; they just need to be re-wired-up via F7:

DesertHouse
DesertHouse2
Shack
Shack2
Shack3
Shack4
LavaShack2
WoodHouse
WoodHouse2
WoodHouseDeep
WoodHouseDeep2
RuralStorageBuilding2
RuralStorageBuilding4
OldShed
OldShed2
OldShed3
OldShed4
SimpleBunkhouse
SmallStand3


Please note that the rules for wiring up buildings have been greatly simplified. The following has changed:

1. The with-world collisions (the green lines) really don't need to have much space around the buildings. Enough on the sides to extend beyond the roofs and eaves, but no further. On the north and south, we don't need the green lines at all, anymore.

2. The whole "must be visible" stuff (the yellow lines) are gone completely.

3. That "number of tiles must be away from chunk edges" stuff is gone completely.

4. The rules for where to put doors has changed. Now never put doors so that they hang off the building at all; players now walk in front of buildings, so we want the door to be on the building itself. If there's a visible door that you can see that is ground level, put the entrance right on top of that door. If there's no door, then keep doing the two-side-doors thing, but make it completely on the building rather than hanging half off.

5. There's nothing to worry about with shadows, as there no longer are any shadows.

6. When it comes to the pink outline, the main collision box, that is now less important to be super-precise on bounding the building, as players/monsters no longer collide with buildings and so this no longer causes in-game oddness. If you are a few pixels (even as many as 50-60) hanging off the side or top, that doesn't even matter.

7. Also when it comes to the pink outline, you're no longer trying to map the base of a theoretical faux-perspective top-down object. Now the pink outline should go all the way to the top of the building, more or less. The only thing this height really affects is how tall the light-shaded area is on the minimap. So if there's like some little antennae or really thin something sticking up, and you don't want the building to look too tall on the minimap, just keep the pink box off the antennae. But it's not super important either way, do what feels right.

8. VERY important: to test how things on the minimap look after you mess with their bounding boxes, etc, all you have to do is hit Ctrl+K. That will completely reload your test chunk. You can also hit the O key to reveal the minimap so that you don't have to explore around for it.

9. Also, remember that you can turn into a ghost with G, and back into a human with H. You're much faster that way. I increased the size of the test chunk by quite a bit, because some of the new buildings are so massive that you'll need the space in order to be able to see them completely.
TagsNo tags attached.
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Relationships

related to 0003512 resolvedcupogoodness All new or graphics-redone buildings to wire up (F7 work). 
related to 0003516 resolvedcupogoodness Existing buildings to re-wire (F7 work). 
related to 0003519 resolvedcupogoodness 116 items for F7 work. 

Activities

Chris_McElligottPark

Jun 13, 2011 5:02 pm

administrator   ~0012429

Please update to the new version 1348 of the game before you start this. I just checked that in.

Chris_McElligottPark

Jun 13, 2011 11:11 pm

administrator   ~0012431

Please now use version 1357 in SVN to do the updates. That's the very latest compiled version.

Chris_McElligottPark

Jun 13, 2011 11:23 pm

administrator   ~0012432

Dang. There was a bug with some of the new buildings. Now you'll need to use version 1358 in SVN. If any of the buildings look at all cut off on their tops, or anything like that, that's a code bug -- just report it to me, and move on to other buildings. I think I got that all fixed up now, though.

cupogoodness

Jun 14, 2011 4:17 am

reporter   ~0012436

F7 done to:


DesertHouse
DesertHouse2
Shack
Shack2
Shack3
Shack4
LavaShack2
WoodHouse
WoodHouse2
WoodHouseDeep
WoodHouseDeep2
RuralStorageBuilding2
RuralStorageBuilding4
OldShed
OldShed2
OldShed3
OldShed4
SimpleBunkhouse
SmallStand3

Issue History

Date Modified Username Field Change
Jun 13, 2011 12:30 pm Chris_McElligottPark New Issue
Jun 13, 2011 12:30 pm Chris_McElligottPark Status new => assigned
Jun 13, 2011 12:30 pm Chris_McElligottPark Assigned To => cupogoodness
Jun 13, 2011 5:02 pm Chris_McElligottPark Note Added: 0012429
Jun 13, 2011 5:11 pm Chris_McElligottPark Relationship added related to 0003512
Jun 13, 2011 11:11 pm Chris_McElligottPark Note Added: 0012431
Jun 13, 2011 11:18 pm Chris_McElligottPark Relationship added related to 0003516
Jun 13, 2011 11:23 pm Chris_McElligottPark Note Added: 0012432
Jun 13, 2011 11:25 pm Chris_McElligottPark Description Updated
Jun 14, 2011 4:17 am cupogoodness Note Added: 0012436
Jun 14, 2011 4:17 am cupogoodness Status assigned => resolved
Jun 14, 2011 4:17 am cupogoodness Resolution open => fixed
Jun 14, 2011 10:27 pm Chris_McElligottPark Relationship added related to 0003519