View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003511 | Valley 1 | Programming Todo | Jun 13, 2011 12:30 pm | Jun 14, 2011 4:17 am | |
Reporter | Chris_McElligottPark | Assigned To | cupogoodness | ||
Status | resolved | Resolution | fixed | ||
Summary | 0003511: Existing buildings to re-wire (F7 work). | ||||
Description | Please 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0003512 | resolved | cupogoodness | All new or graphics-redone buildings to wire up (F7 work). |
related to | 0003516 | resolved | cupogoodness | Existing buildings to re-wire (F7 work). |
related to | 0003519 | resolved | cupogoodness | 116 items for F7 work. |
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Please update to the new version 1348 of the game before you start this. I just checked that in. |
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Please now use version 1357 in SVN to do the updates. That's the very latest compiled version. |
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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. |
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F7 done to: DesertHouse DesertHouse2 Shack Shack2 Shack3 Shack4 LavaShack2 WoodHouse WoodHouse2 WoodHouseDeep WoodHouseDeep2 RuralStorageBuilding2 RuralStorageBuilding4 OldShed OldShed2 OldShed3 OldShed4 SimpleBunkhouse SmallStand3 |
Date Modified | Username | Field | Change |
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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 |