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Posted: Sun Jul 04, 2004 5:06 pm
by Paul Stevens
Thanks. These have been fixed.

Posted: Thu Aug 05, 2004 7:35 pm
by Zyx
3) Footprints. I have yet to devise a way to put footprints on a tile.
It seems this topic was lost in the last posts. Are you still having it in mind?

Are or will the DSA be allowed beyond level 15? (as far as I know no, but I thought you made the changes for it)

It seems that the utility option (to make a new adventure in CSB) doesn't work with the lastest CSBwin.

Posted: Thu Aug 05, 2004 9:38 pm
by Paul Stevens
Footprints still in mind. I looked at it a bit. I think it will be possible.

DSAs should work beyond 15 now. I increased the size of all Actuator
records to make room. Have my fingers crossed that I broke nothing.

Utility? Hmmmmm. I bet this is one thing I broke!!!! So much for the
efficaciousness of crossed fingers.

Posted: Fri Aug 06, 2004 12:09 am
by Zyx
Well, I try to add a DSA type in the edit level dialog, for a level beyond the 15th, and I get a "strange but not fatal" error, and the DSA type is not added to the list of allowed types.

Posted: Fri Aug 06, 2004 1:16 am
by Gambit37
Efficacy? I think that's the word you wanted.

Posted: Fri Aug 06, 2004 2:49 am
by Paul Stevens
Have you looked up 'efficaciousness'? It seemed like the
word I wanted.
Noun 1. efficaciousness - capacity or power to produce a desired effect;
Synonyms: efficacy
My crossed fingers failed to provide the desired effect.

Posted: Fri Aug 06, 2004 11:47 pm
by Paul Stevens
@Zyx:

I fixed two problems in the Utility.
I fixed several problems in the DSA for level 16

Posted: CSBuild143.rar and a new OverlayDemo.rar.
Let me know what I missed.

Posted: Sat Aug 07, 2004 11:02 am
by Zyx
Nope, I still can't add a DSA to the list. But the CSbuild version of the CSBuild143.rar says "1.42".

Posted: Sat Aug 07, 2004 3:36 pm
by Paul Stevens
Sorry about that. I have already torn 1.43 apart to make room
for the Spell Filter. I have no copy of 1.43 anywhere.
So you will have to wait for 1.44. Perhaps couple hours; perhaps more.
There will be no CSBwin changes with CSBuild 1.44.

Posted: Sat Aug 07, 2004 8:55 pm
by Paul Stevens
Version 1.44 is posted. At least it displays the correct version number.

Posted: Sun Aug 08, 2004 11:28 am
by Zyx
It works!

However, I noticed a savegame doesn't memorize the overlays. :o

Posted: Sun Aug 08, 2004 10:26 pm
by Paul Stevens
Cowsmanaut wrote:
hat about the possibility of GIF, colour masked, or image masked images
I have pondered the overlay business a bit more. The Atari is capaable of
displaying only 512 colors. Its hardware palette has 3 bits for each of red,
green, and blue. So, if you restrict your overlay to 16 colors, then the table
for looking up the resulting color will contain only 8192 entries. That would be
only 8192 bytes plus 512 bytes for palette. It would not be unreasonable for you
to provide such table to be used for the overlay. We would put it in the
CSBgraphics as another bitmap type. The bitmap would be 512 by 16.
That would allow you to do absolutely any possible function without asking me
for help.

Posted: Mon Aug 09, 2004 10:57 pm
by Paul Stevens
savegame doesn't memorize the overlays
You would not say this if you had tried the latest versions.
Alpha8 and 1.45.

I also added capability to specify a CSBgraphics.dat signature.

Posted: Tue Aug 10, 2004 4:00 am
by purple1
Ahh, good. Now you can play custom dungeons without using the wrong graphics set. If you could add in capability to keep all graphics.dat files in the same folder, with different names, and use the signatures alone to determine which file to use, then using multiple custom dungeons would be very easy.

Re: two requests

Posted: Thu Mar 18, 2010 12:21 pm
by money
Apologies for re-visiting an old thread... Paul, did you document or include a feature to set the "natural light" level? On the quick dungeon i've setup it's dark by default, even on level 0. I would like this level to be light - as in the hall of champions.

Re: two requests

Posted: Thu Mar 18, 2010 12:26 pm
by money
I'm an idiot, I had given up searching having seen this post - but i understand setting exp. multiplyer at 0 will give a "light" level. However, if i want to apply this to lower levels, but with an exp. multiplyer in line with the difficulty - would i need to create a DSA to do this?

Re: two requests

Posted: Thu Mar 18, 2010 1:41 pm
by beowuuf
I'm afraid so, yes! Only the 0 level gets the benefit of the natural light.