Hi.
I put CSBuild version 0.778 and CSBwin version 9.51h at:
<bahamas.globat.com/~dianneandpaul.net>
From the release notes:
=============== CSBwin ==================
When placing object in cell search entire list for actuator.
Add sound when monster drops weapon. This was a bug on my part.
===============CSBuild ===================
Place pits over walls.
Some Help Explanation for 'Lighted Torch Option' in Weapon Editor
Do not sort monster possessions. Order is important.
Set 'Dungeon Modified' when deleting monster possession.
Add new monster possessions at the end of the list.
Allow 'Pop' of monster possessions to allow ordering.
=========================================
=========================================
The interesting thing here is the ability to give a screamer
a pressure pad and and apple and have the pressure pad
activate when the screamer dies.
I will tell you why it did not work before........
The original DM/CSB code ran on a 8MHz Atari. That, my
friends, is **SLOW**. And there are a hundred
monsters roaming about the dungeon stepping from one
cell to another, many cells containing objects. And every
one of those lists of objects had to be searched for actuators.
And that made the program run too slowly. So the
designers always put actuators at the front of the
lists so that as soon as they came across a weapon (or apple,
or necklace, or potion, or....) they could terminate the
search.
When a screamer dies, it drops its objects in the order:
1 - screamer slices.
2 - first possession in list
3 - second possession in list
4 - etc.
So.....You see that a screamer with a pressure pad and
an apple first dropped the screamer slices. Then it dropped
the pressure pad, and finally the apple. When it dropped the
apple, it searched for a pressure pad. But it encountered
the screamer slice and stopped searching because actuators
are supposed to come before screamer slices.
I fixed this by changing the search procedure. Now we
search the entire list for actuators. Our new Pentiums are
quick enough to make this possible. I figure that if a
hundred monsters move at once and each steps on a cell
with 10 object then that is a thousand searches. If each
search takes 10 microseconds then that is 10 milliseconds.
But we have 160 milliseconds between moves. No problem.
Here is a challenge for the more clever designers:
Make a puzzle that requires you to shoot a particular
screamer with an dagger. The dagger will get burried
in him and he will drop it when he dies.
Solution must be straight-forward. No tricks with clones
and such allowed.
CSBuild 0.778 & CSBwin 9.51h
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- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA