Quotes from the CSBuild thread

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Zyx
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Quotes from the CSBuild thread

Post by Zyx »

Paul wrote:
"And nobody ever managed to answer my
challenge of creating a puzzle that required four
switches to be pressed in a particular sequence"

Can these switches be pressure pads? (or alcoves, but it would be more complicated for the same result)
I think I have an idea...

Paul wrote:
"A 'Toggle' message leaves the counter as it was. This
is not the same as 'Increment' followed by 'Decrement'.
(Homework question...Why?)"
Because Increment doesn't work for 511 and decrement doesn' t for 0? And maybe because an increment followed by a decrement causes 2 edges detection while a toggle doesn't?

Christophe wrote:
"two teleporters or more on the same tile is also not possible."

I do think it is possible, and indeed useful if they have different scopes (i.e., a teleporter for monsters, another for objects, a third for the party), and if the second teleporter is cloned to another tile.
I think Beowuuf made use of a double teleporter in one of his dungeons. Could you confirm this Beowuuf?

If true, then then I would ask you Paul to allow two teleporters or more on the same tile (or with a door).
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Paul Stevens
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Re: Quotes from the CSBuild thread

Post by Paul Stevens »

The counter question....you answered correctly.

I don't want two teleporters on the same cell. But
you can modify the teleporter that is there if you like.
In most (Not all) cases this will probably suffice.
See examples in 3D2D1D.

We can do the same for doors if you like.

PAul
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Re: Quotes from the CSBuild thread

Post by Zyx »

Modify the teleporter? By copying another? If yes then it would allow the same operations than having severals teleporters on the same tile, I think.


"We can do the same for doors if you like."
What do you mean? Modifying a door into a teleporter or into a door?
Modifying a door into another door would be the same operation than with teleporters and would be nice.
But as for the problem of the teleporter and the door on the same tile, I only know how to solve this by cloning a teleporter from another tile onto the door tile (technology from dmuting days). So... we end up again with the cloning question...

http://www.dungeon-master.com/forum/vie ... hp?t=23137
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Re: Quotes from the CSBuild thread

Post by Paul Stevens »

Oh...I misunderstood the door/teleporter question.

You want to put a teleporter and a door on the same cell.
Now exactly how would such a thing work? I doubt that it
is very well-defined. The cell itself would have to marked
as one or the other (It certainly cannot be both). So
you could put a 'virtual' teleporter on a 'real' door or a
'virtual' door on a 'real' teleporter.

What problem do you want to solve with this contortion?
Maybe there is a better way to solve the problem.
==================================
Yes, you can modify the teleporters by copying one
teleporter onto the top of another, replacing the old one
with a new one. It also changes the flags in the cell
itself, not just the actuator that describes the teleporter.
The same could be done with doors. Being careful to
define what happens if a closed door is placed on the
party or a monster.

I see no reason that we could not allow you to copy
a door onto a teleporter and vise versa. Except that
one needs to be careful to define what happens if the
party or a monster is standing there. Anything else?
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Re: Quotes from the CSBuild thread

Post by beowuuf »

Indeed, i've used multiple teleporters on the same tile - it for for a randomiser.
I've used teleporters in unusual places for other things (alcoves, or targeted on cloned tiles to create effects)

Great for objects, bad for monsters (crashes can occur), useless for party movement


I think i answered this about why having a teleporter and a door...probably in the large thread though, so would get lost

A teleporter in a door frame is a harmless object that is invisible, but on the a cloned tile you constantly target an 'open' effect, with the teleporter as the first object and make it a teleport tile
If a monster tries to step through the door, for example, it gets teleported back to the square previous. Thus you can't trap the monster under the door. For bonus points, have it that is the part step under the door a pad closes it on them, so that THEY are the ones who have to take some door damage in combat for a change.

Since you seem to be altering the engine slightly though, then obviously messy cloning can give way to more elegant multi-functioning teleporters that won't run the risk of game crashes
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Re: Quotes from the CSBuild thread

Post by Paul Stevens »

Well, I did not understand all of this exactly. But it is
of no consequence.

When impossible puzzles arise I am generally willing
to adapt CSBuild and CSBwin to accomdate your needs.
In a way that is 'clean' (in my MY at least!).

One method that seems quite general is to add a new
kind of actuator (as I did with the DSA) which will modify
the action of an object that follows in the list. For example,
you might want a teleporter that teleports only particular
kinds of monsters. Then, for each kind of monster you want
included you would add this special 'modifier' with that
monster type. The absence of any modifiers means that
the teleporter would work as before.

But before we start extending the game in such ways I
have a pile of cards to attend to.
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Re: Quotes from the CSBuild thread

Post by beowuuf »

Yes, my typing seemed to be especially bad there. No matter, I'm more just highlighting uses I can see for the existing practise of cloning since I'm one of the people that has used it alot to try and stretch the old engine. Since I'm not producing any dungeons just now, then I wouldn't go anywhere close to putting these comments as requests : )

The only big use of cloning still is for teleporting to/from actuators, such as alcoves. Since this does require care (making sure the actuator has both a valid wall and floor graphic when cloned or else you get craphical glitches or very rare crashes) but is a useful concept, then this might something to pursue in the future with a new actuator.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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