Search found 31 matches

by Someone Else's Problem
Wed Nov 10, 2004 6:03 pm
Forum: Creative Endeavours
Topic: Any tips on graphic creation?
Replies: 8
Views: 3525

The other thing was using things like the polygon lasso tool with antialiasing turned off. Ah, cunning. That'll probably be the thing for me. I'm creating images elsewhere, bringing them into Photoshop, editing them, and getting stuck at that point, so i imagine the lasso will be the thing to go fo...
by Someone Else's Problem
Wed Nov 10, 2004 12:06 pm
Forum: Creative Endeavours
Topic: Any tips on graphic creation?
Replies: 8
Views: 3525

Any tips on graphic creation?

So here's the thing. I'm using Photoshop 6.0 to put DM graphics together. The problem is that photoshop, by default, will fuzz up the edges of selections etc. meaning that when I convert to bitmap with the obligatory 255000255 background, it leads to a purple fuzz around the edges of my graphic in-g...
by Someone Else's Problem
Wed Oct 13, 2004 4:07 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Thanks again for the quick replies. One more: 23. Is damage a function of weapon weight, fully or partially? Is there a difference between how thrown damage and melee damage is calculated with regard to the effect of weight? Would a zero weight weapon do any damage at all? Is there any reason why RT...
by Someone Else's Problem
Tue Oct 12, 2004 2:29 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

I'm going to have to think of some harder questions :) #13 also referred to switches (wall switches), which do have a physical appearance. what happens with those? Thanks for all the responses, by the way. I do actually test an awful lot of stuff for myself, but sometimes I fancy a definitive answer...
by Someone Else's Problem
Fri Oct 08, 2004 3:26 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

The thread you thought was dead - resurrected!

12. Is there a (hidden) active/inactive state for triggers? Can I set a trigger to deactivate and expect it to not work? 13. Assuming the answer to #12 is yes/yes, do triggers (and more to the point, switches) become invisible when deactivated? 14. If you have a teleporter on top of a pit, will you ...
by Someone Else's Problem
Wed Oct 06, 2004 2:31 pm
Forum: RTC Archive
Topic: GAME : Shooting with crossbow without ammo in hand
Replies: 11
Views: 2362

What, you've never played through the whole of CSB with a single, one-legged character, wielding only a crossbow? In the dark? While you, the player, have one foot sealed into a container full of already fairly annoyed wasps that are being played "The Essential Barbera Streisand" over and ...
by Someone Else's Problem
Tue Oct 05, 2004 3:25 pm
Forum: RTC Archive
Topic: GAME : Shooting with crossbow without ammo in hand
Replies: 11
Views: 2362

It'd be nice if you had an option that you could toggle on and off on the character screen (or, failing that, in the config), though, whereby either hand would automatically reload if emptied for some reason and something appropriate was in the quiver. It'd make arrow-collecting marginally less of a...
by Someone Else's Problem
Sat Oct 02, 2004 6:45 pm
Forum: Links and Questions & Answers
Topic: What do you like?
Replies: 23
Views: 5395

I don't know - all this talk of multiple monsters in confined spaces makes me think of the stressful 2 Pyramid Head room in Silent Hill 2 - more so because the techniques required to survive it are very DM (sidestep, attack, sidestep, run across the room, turn, attack, sidestep etc.). This, of cours...
by Someone Else's Problem
Thu Sep 30, 2004 6:27 pm
Forum: Links and Questions & Answers
Topic: What do you like?
Replies: 23
Views: 5395

Cool - this [finding ways to negate the four-square dance thing and making fighting more of a challenge, at least for the big nasties] is something that I've been pretty keen on throughout. The difficulty I find is making such areas challenging enough that they have to use wit, footwork, and whateve...
by Someone Else's Problem
Thu Sep 30, 2004 6:13 pm
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

Just found another good way to produce this error (as detailed in the original post). I tried to clone a chest and reduce its weight (for parties of 1 or 2 to ameliorate the general carrying capacity problem). Good old RTC.DoFrame(int 7); This is especially fun when your main technique for tracking ...
by Someone Else's Problem
Thu Sep 30, 2004 4:56 pm
Forum: Links and Questions & Answers
Topic: What do you like?
Replies: 23
Views: 5395

Thanks very much to everyone who's answered; I have, and will continue to, modify my dungeon-creation style based on the excellent responses that I've received here (and I've also learned a new word). I was getting to a point at which I wasn't sure what I was doing any more - I'd already spread my m...
by Someone Else's Problem
Mon Sep 27, 2004 6:26 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Hmm. Cunning. I'm always interested in doing things in the most efficient way, whether there's an issue or not. I'll give it a go. Thanks.
by Someone Else's Problem
Mon Sep 27, 2004 3:27 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Re #9: Fab, thanks a million. Just wanted to make sure I was using appropriate values for this stuff. Re #10: Good enough for me; all I really need to do is a quick test with the max and min strength & dex values for my characters and then i can range all my triggers in between the two points. I...
by Someone Else's Problem
Mon Sep 27, 2004 1:57 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Re #9: but in terms of the numbers specifically - is there a rule of thumb whereby you can say "this door can be broken by an ee fireball but not an on one because it has fire:x"? (I'm happy to work it out myself if need be, I was just wondering if there was a simple rule to it). Re #10: A...
by Someone Else's Problem
Mon Sep 27, 2004 1:18 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

while i'm here, couple of other things: 9. How does the base/fire strength of doors relate to how strong the relative attack is? do they have hit points, or is it a break/not break decision made on a case-by-case basis? 10. has anyone ever done any research into how far an object is thrown based on ...
by Someone Else's Problem
Mon Sep 27, 2004 12:36 pm
Forum: Links and Questions & Answers
Topic: What do you like?
Replies: 23
Views: 5395

What do you like?

Linear style (as DM) Open-ended style (as CSB) Logic puzzles Find the item to progress puzzles (being prepared to visit every corner of the dungeon to find a key in the shape of a vexirk's thingy or whatever) Movement/timing puzzles (basic ninja stuff) Other puzzles (word/math/right item in the righ...
by Someone Else's Problem
Mon Sep 27, 2004 12:17 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Embarassingly, I can't seem to reproduce the problem right now. What WAS happening was that: This stayed in place throughout: under [New - Bitmaps] ADD BITMAP_FLYING1_HANDAXE FILE=(Modules\new\dantes bitmaps\flying1 handaxe.bmp) SIZE=(68,82) POSITION=(0,41) SCALINGS=(6) TRANSPARENT=(FALSE) ADD BITM...
by Someone Else's Problem
Mon Sep 27, 2004 11:28 am
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

This is good to know (especially about the shields). One problem that I've found with changing graphics is that it works fine, but then doesn't hold if you save from the editor (so the editor doesn't recognise it at all). I've added it to my list of "things to do before publishing" list, r...
by Someone Else's Problem
Fri Sep 24, 2004 7:23 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Re Beowulf #5: Ah, okay. Going by the items list on the encyclopedia, it suggests that shields never get factored in when determining the armour value and were thus useless. I assumed that this was up there with rust monsters in the original DM. Re Beowulf's slyly repositioned #3 and Gambit's #3: Ok...
by Someone Else's Problem
Fri Sep 24, 2004 6:40 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Thanks for the quick response. Re #1. Can the party/monster move out of the wall, or are they stuck? Re #3, I seem to be able to change the icon graphic no problem, and the basic dungeon graphic, BUT the flying graphics aren't taking hold. It'll happily go through the process in the editor but won't...
by Someone Else's Problem
Fri Sep 24, 2004 5:48 pm
Forum: RTC Editing
Topic: Bunch of quick questions
Replies: 24
Views: 4606

Bunch of quick questions

1. What happens if a moveable wall activates on top of the party/a monster? 2. What happens if a monster generator in a confined area runs out of space to generate monsters? 3. Am I right in thinking that you can't yet use custom graphics for objects apart from the icon and the dungeon graphics (I c...
by Someone Else's Problem
Fri Sep 17, 2004 2:13 pm
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

it should still make sense, though, surely, despite the fact that i've got the specific way that counters work ass backwards? or am i missing something? counters decrease from their count value each time they're activated, and activate on 0 - this is, practically speaking, the same as thinking that ...
by Someone Else's Problem
Thu Sep 16, 2004 4:41 pm
Forum: RTC Editing
Topic: couple of general questions about rtc editing
Replies: 2
Views: 1073

couple of general questions about rtc editing

is there a limit to the number of targets a trigger can affect? i realise that you're stuck with eight in the editor, but editing from notepad, you could add any number. does the engine only recognise the first eight, or can you go crazy and add as many as you want? on a vaguely related note, is the...
by Someone Else's Problem
Thu Sep 16, 2004 2:37 pm
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

as i said in the other thread , i think counters are the key. still haven't got around to trying this out, but it seems logical. delays are a good idea, but they won't work in this situation because there's nowhere else for the monsters to go; however long you set the delay for, it's eventually goin...
by Someone Else's Problem
Thu Sep 16, 2004 11:12 am
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

use of multiple triggers is fine (not to mention common practice); having, for instance, two constant weight FLOORITEM_TRIGGER objects next to each other is not. a creature stepping from one to another will simultaneously send out two conflicting instructions to the target. this was my mistake in th...
by Someone Else's Problem
Wed Sep 15, 2004 12:38 pm
Forum: RTC Editing
Topic: need advice on triggers & counters
Replies: 2
Views: 1188

the counter for the fulya pit counts four corbamites and activates a teleporter when it gets to four. this much i understand about counters. the problem here is that i'm trying to get a constant input to the counter from multiple triggers. i am assuming that if every square that the creatures step o...
by Someone Else's Problem
Wed Sep 15, 2004 11:53 am
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

i can certainly reproduce the problem by pointing multiple triggers at the same object (see here ). the editor is generally pretty good about preventing you from pointing a trigger at nothing, but not from pointing two triggers (that may give simultaneous conflicting instructions) at the same thing....
by Someone Else's Problem
Wed Sep 15, 2004 11:43 am
Forum: RTC Editing
Topic: need advice on triggers & counters
Replies: 2
Views: 1188

need advice on triggers & counters

so here's the thing. i've got an area of eight squares with four monsters on it. the idea is that once all four monsters are dead, a pit in front of the area closes and the party is able to cross over. my original (and ill-conceived) plan was to have the pit closed by default and put a trigger on ea...
by Someone Else's Problem
Mon Sep 13, 2004 2:26 pm
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

tried this out at the weekend (in excel rather than notepad, so that i didn't have to worry about screwing up references) and it worked out really well - not fab for overall dungeon design, but a great time saver for producing repeating patterns. back to the question at hand; do we know what copying...
by Someone Else's Problem
Fri Sep 10, 2004 3:55 pm
Forum: RTC Editing
Topic: Critical problem with RTC dungeon
Replies: 24
Views: 4415

good to know - creating a room full of relay-toggled flashing teleporters without being able to copy and paste really makes you glad that it's actually physically impossible to chew your own eyes out. i shall stare in your general direction until 0.29 is released. no pressure.

:shock: