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Posted: Wed Dec 03, 2003 1:12 pm
by Lunever
The DSA function seems to be most versatile.
Posted: Wed Dec 03, 2003 7:43 pm
by Zyx
1) In the view timer dialog, when selecting a timer the info is not shown.
2) I have two and/or gates on the same tile. Number 1 sends a set message. Number 2 sends a close message. If they are triggered, the messages will take effect in this order:
Close (from number 2)
Set (from number 1)
AM I wrong or correct?
3) In case they receive several messages at the same time, it seems that portraits only handle the first message.
Posted: Wed Dec 03, 2003 8:48 pm
by Paul Stevens
1) The timer editor has never been implemented.
It would require a lot of work and I have never had
anyone say that it would be of use.
2) You cannot rely on timers arriving in any
particular order if they arrive at the same tick
of the clock.
(((((very parenthetical......They are ordered by
time, then by type, then by byte 5, then by their
address in memory. This caused me no end of
grief because the Atari code did not always initialize
Byte 5 and therefore my runtime sometimes ran
differently than the emulated Atari.)))))
3) Portraits should respond to both messages even if
they arrive at the same tick of the clock. If you
can demonstrate otherwise, please be more specific
as to the effect you want to achieve and what
actually happens.
Posted: Wed Dec 03, 2003 11:15 pm
by Zyx
2) So, for timers arriving at the same tick of the clock on the same tile (a wall), they are ordered by type, right? What would be this order?
3) I put a portrait, handling set messages as follow: toggle showportrait
Then I send two set messages at the same time.
It should be toggled twice, that is, no change.
What it really does: it is toggled.
Posted: Fri Dec 05, 2003 2:44 am
by Paul Stevens
2) The Timer Type is determined by the Cell Type to
which it is directed. Remember that discussion?
I could not explain why they did that. But I offered
a possible historic reason. So two timers directed to
a Wall Cell would have the same type.
3) Two timers directed at the same position within
the same wall at the same time.....impossible. When
a timer is put in the queue, the queu is searched to see
if another timer of the smae type, time, and position is
already there. If so, it is discarded. (A small dishonesty
here. It is really more complicated.....but that is why
your test failed.)
Posted: Fri Dec 05, 2003 3:34 am
by Zyx
2) OK
3) Ah... I understand! I'll have to think again my mechanisms!
By the way, what is the byte 5 of a timer? Can I affect it?
Posted: Fri Dec 05, 2003 3:41 am
by Paul Stevens
I don't know much about it. Here is what I wrote
in the definition as I translated the code. It appears that
Byte 5 is not used for ordinary messages such are are
generated by switches, etc.
Code: Select all
ui8 timerUByte5;
// When sound is queued contains byte 4 of d.sound1772 entry
// (function 37) this came from monster descriptor byte 6
// (function 11) contains hero index.
// (function 12) hero index
// (function 13) hero index
// (function 72) hero index
// (function 75) hero index
Posted: Sat Dec 06, 2003 3:05 pm
by Zyx
Thank you Paul, I understood enough to make it work.
I don't know if you carded the fact that tapping walls always make sound even with non-blocking walls.
Posted: Sat Dec 06, 2003 7:11 pm
by PicturesInTheDark
I found that out in Conflux II the hard way. Got stuck and tapped a lot - no bloody exits. But in the "ecce..." section it clarified itself - or shall we say: it was clarified for me.
Regards, PitD
Posted: Sat Dec 06, 2003 7:29 pm
by Zyx
I can imagine the surprising lesson it was!

So, PitD, you reached quite far... Can I expect some comments soon?

Posted: Sat Dec 06, 2003 7:33 pm
by PicturesInTheDark
Any way to get online like a messneger or chat ? Would be mnuch easier then. Otherwise I can write something for you... So far, I managed two endings and some of the quests... hope I can make the demanded 4 this weekend.
Regards, PitD
Posted: Wed Dec 10, 2003 7:14 pm
by Zyx
Paul,
it has already been mentionned before, but I don't know what is your answer. This is about DM rules vs CSB rules.
Can CSBuild select which set of rules will be applied by default when playing the dungeon? That is, can each dungeon have its own default selection?
Posted: Wed Dec 10, 2003 7:29 pm
by Paul Stevens
I will add it to the Global Info Dialog.
Posted: Thu Dec 11, 2003 5:02 pm
by PicturesInTheDark
That is good news. In some cases it was quite hard to produce a planned effect (fireball destroying a door, for exymple) with the wrong "set" of rules or extra training, even if it was planned differently by the dungeon creator.
Regards, PitD