Crashing on cloning a pillar

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Gambit37
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Crashing on cloning a pillar

Post by Gambit37 »

George, I'm trying to clone a pillar to make an animated fountain. I'm having to guess at the syntax as there's no example of this. Can you tell me what's wrong with this code, because RTC just bombs out with a diagnostic file. For the sake of this sample I haven't yet created the scaled images for each view so I'm using the same standard animation for each one. I wouldn't have thought that would cause a problem (although abviously the images will be too big in the distance).

Code: Select all

[New - Bitmaps]
ADD	BITMAP_FOUNTAIN_1			FILE=(samples\mixed\fountain_1.bmp)			SIZE=(272,194)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)
ADD	BITMAP_FOUNTAIN_2			FILE=(samples\mixed\fountain_2.bmp)			SIZE=(272,194)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)
ADD	BITMAP_FOUNTAIN_3			FILE=(samples\mixed\fountain_3.bmp)			SIZE=(272,194)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)
ADD	BITMAP_FOUNTAIN_4			FILE=(samples\mixed\fountain_4.bmp)			SIZE=(272,194)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)
ADD	BITMAP_ICON_FOUNTAINNEW		FILE=(samples\mixed\fountain_icon.bmp)		SIZE=(14,14)	POSITION=(0,0)		SCALINGS=(1)	TRANSPARENT=(FALSE)

[New - Animations]
ADD	ANIM_FOUNTAIN		BITMAPS=(BITMAP_FOUNTAIN_1,BITMAP_FOUNTAIN_2,BITMAP_FOUNTAIN_3,BITMAP_FOUNTAIN_4)	DELAYS=(BITMAP:3,LOOP:0)

[New - Objects]
ADD	FLOORITEM_FOUNTAIN	CLONES=(FLOORITEM_PILLAR)	NAME=(FOUNTAIN)	BITMAPS=(ICON:BITMAP_ICON_FOUNTAINNEW,FRONT0:ANIM_FOUNTAIN,FRONT1:ANIM_FOUNTAIN,FRONT2:ANIM_FOUNTAIN,FRONT3:ANIM_FOUNTAIN,SIDE0:ANIM_FOUNTAIN,SIDE1:ANIM_FOUNTAIN,SIDE2:ANIM_FOUNTAIN,SIDE3:ANIM_FOUNTAIN)
Am I right in assuming the ICON: parameter for flooritems or things such as monsters is the graphic to be used on the Magic Map?
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andyboy_uk
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Post by andyboy_uk »

I thought that Icon was the way an object is represented in the inventory screen. Im not sure about dungeon components like walls and things for the magic map, there might be another one to set for that.
Regards,

Andy
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Gambit37
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Post by Gambit37 »

Well, the ADD bits are working OK, but this line is causing a problem:

Code: Select all

[New - Animations]
ADD	ANIM_FOUNTAIN_NEW		BITMAPS=(BITMAP_FOUNTAIN_1,BITMAP_FOUNTAIN_2,BITMAP_FOUNTAIN_3,BITMAP_FOUNTAIN_4)	DELAYS=(BITMAP:1,LOOP:10)
RTC just bombs out with a disgnostic and a log file that says 0 critical and 0 warnings. I've checked and double checked that everything is tab delimited. I'm stumped because this is exactly the same as your sample George of the animated red gem. The only thing I can think of is the size of the image? It's quite large....

Andy, all objects have an ICON parameter, so I think for flooritems and monsters it represents the icon used on the magic map. You'll notice if you look in RTC.EXE that doors also have ICONALT which is probably for the icon on the map when the door is open.
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Gambit37
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Post by Gambit37 »

This makes no sense at all. I've experminted a lot and compared my animation with the example one and I can't see any differences:

EXAMPLE:

Code: Select all

[New - Animations]
ADD	ANIM_ICON_MISC_GEM_RED		BITMAPS=(BITMAP_ICON_MISC_GEM_RED_0,BITMAP_ICON_MISC_GEM_RED_1,BITMAP_ICON_MISC_GEM_RED_2,BITMAP_ICON_MISC_GEM_RED_3,BITMAP_ICON_MISC_GEM_RED_2,BITMAP_ICON_MISC_GEM_RED_1)	DELAYS=(BITMAP:1,LOOP:10)
MY EXPERIMENT:

Code: Select all

[New - Animations]
ADD		ANIM_FLOORITEM_FOUNTAIN				BITMAPS=(BITMAP_FOUNTAIN_0,BITMAP_FOUNTAIN_1,BITMAP_FOUNTAIN_2,BITMAP_FOUNTAIN_3)	DELAYS=(BITMAP:1,LOOP:10)
RTC bombs out with my animation but is fine with the example one. I've also tried commenting out the following [New - objects] lines but that doesn't make any difference either. Seriously strange...
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Gambit37
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Post by Gambit37 »

AAAAHHHAAAAAHHH! FIXED IT!! :D :D :D

It's a simple problem: It's nothing to do with the definitions at all! The crash happens because I hadn't placed any of these new items in the dungeon. George, can you put in a check for this!!!!??? It's a bit odd that RTC bombs simply because an item doesn't exist in the dungeon yet... :?
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George Gilbert
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Post by George Gilbert »

Can you please send me the text file that causes the crash and I'll sort it out for you...
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Gambit37
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Post by Gambit37 »

Well, it does it for ANY new object if the object hasn't been placed in the dungeon, so I don't think sending you the text file would make any difference. It's a check that needs to be added to the engine surely?
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