More suggestions for CSBuild
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More suggestions for CSBuild
1) Texts in a wall: how do I create spaces? If I use the space bar, then the text is truncated to the first word. If I use "[", then the text is correctly spaced, but if I edit it again, the text will be truncated.
2) CSBuild allows to create long lines of text that will crash CSBwin.
3) CSbuild doesn't allow half-closed doors, nor one quarter closed, nor three quarters. Unless I missed the option.
4) When editing a target,could you add the use of page up and page down to change level?
5) Could pits be opened by default?
6) Right now the only way to know if a pit is opened or closed is by right-clicking on it. Could this info be shown graphically on the map? (like the doors) Or at least on the right side of the map?
7) Same as 6) for trick walls.
2) CSBuild allows to create long lines of text that will crash CSBwin.
3) CSbuild doesn't allow half-closed doors, nor one quarter closed, nor three quarters. Unless I missed the option.
4) When editing a target,could you add the use of page up and page down to change level?
5) Could pits be opened by default?
6) Right now the only way to know if a pit is opened or closed is by right-clicking on it. Could this info be shown graphically on the map? (like the doors) Or at least on the right side of the map?
7) Same as 6) for trick walls.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
1) What are spaces in text?
I thought I had fixed that. I will allow a space.
I think you use an '@' or something like that. Look
at one that has a space to see.
35 cards.
=======================================
2) Long lines crash CSBwin.
Ouch! Gotta fix that both places.
36 cards.
=======================================
3) Half-closed doors.
I will fix.
37 cards.
=======================================
4) Page keys in target selection.
Good idea.
38 cards.
=======================================
5) Pits open by default.
Fine with me!
39 cards.
=======================================
6) status of pit in right-side text
Good idea.
What should we name the 'hard-to-see' pit.
Like "Pit" versus "Hidden Pit".
How about the pits that are not really pits?
"False pits"?
Then "open" and "closed" in addition.
40 cards.
=======================================
7) status of trick-wall on right-side text
Good idea.
What should we name them?
There are really only 3 possibilities.
I think that some people differentiate them by
name. Like "false wall" versus "fake wall" or
something. Then "Open" and "Closed" in addition.
41 cards- no blank ones left.
I thought I had fixed that. I will allow a space.
I think you use an '@' or something like that. Look
at one that has a space to see.
35 cards.
=======================================
2) Long lines crash CSBwin.
Ouch! Gotta fix that both places.
36 cards.
=======================================
3) Half-closed doors.
I will fix.
37 cards.
=======================================
4) Page keys in target selection.
Good idea.
38 cards.
=======================================
5) Pits open by default.
Fine with me!
39 cards.
=======================================
6) status of pit in right-side text
Good idea.
What should we name the 'hard-to-see' pit.
Like "Pit" versus "Hidden Pit".
How about the pits that are not really pits?
"False pits"?
Then "open" and "closed" in addition.
40 cards.
=======================================
7) status of trick-wall on right-side text
Good idea.
What should we name them?
There are really only 3 possibilities.
I think that some people differentiate them by
name. Like "false wall" versus "fake wall" or
something. Then "Open" and "Closed" in addition.
41 cards- no blank ones left.
Re: More suggestions for CSBuild
7) "false wall" versus "fake wall"
I would rather talk about "illusionnary wall" and "false wall" to avoid confusion
Some more:
8) When i set a delay for a pressure pad, if i put a value over 15 then it is "moded" by 16. Is this limitation on purpose, due to the original engine, or a mistake?
9) About pressure pad activated when party moves:
If I set it on "set" when stepped on, "clear" when stepped off, then in CSBwin only the "set" is executed.
10) About pressure pad activated when party moves:
If i set it on "toggle" when stepped on (or stepped off), then i can't set it on anything when stepped off (or vice-versa).
11) There is no way to reorder objects in a wall. (but on a floor yes)
12) i have this pop up message with a dungeon I'm working on: "Fixed - Size 4 monsters improperly positioned". i can't fix it with CSBuild. From a previous thread i guess it is this way on purpose (graphics, size and positions of monsters).
In this case, errors that can only be fixed by CSBwin but not by CSBuild should be logged into a file instead of popped up: the final user shouldn't be prompted about an unavoidable "error" (meant by the programmer and out of reach of the designer)
I would rather talk about "illusionnary wall" and "false wall" to avoid confusion
Some more:
8) When i set a delay for a pressure pad, if i put a value over 15 then it is "moded" by 16. Is this limitation on purpose, due to the original engine, or a mistake?
9) About pressure pad activated when party moves:
If I set it on "set" when stepped on, "clear" when stepped off, then in CSBwin only the "set" is executed.
10) About pressure pad activated when party moves:
If i set it on "toggle" when stepped on (or stepped off), then i can't set it on anything when stepped off (or vice-versa).
11) There is no way to reorder objects in a wall. (but on a floor yes)
12) i have this pop up message with a dungeon I'm working on: "Fixed - Size 4 monsters improperly positioned". i can't fix it with CSBuild. From a previous thread i guess it is this way on purpose (graphics, size and positions of monsters).
In this case, errors that can only be fixed by CSBwin but not by CSBuild should be logged into a file instead of popped up: the final user shouldn't be prompted about an unavoidable "error" (meant by the programmer and out of reach of the designer)
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
7) Illusion Wall versus False Wall
Which is which?
===================================
8) Message Delay
Sorry. It should not accept numbers greater than
15. The general actuator has a 4-bit field for delay.
Use a DSA as a repeater to get long delays.
I will fix the PressurePad dialog.
===================================
9) Set/On - Clear/Off
Oh, dear. I will look into this. That is rather basic.
High priority.
===================================
10) Toggle - On or Off only.
That is the way it is. That is the way it was. And
I imagine that is the way it will be. There are a finite
number of bits dedicated to describing the action
of am actuator and what you want was not one of
the options that the designers allowed for.
===================================
11) Reorder objects on a wall.
There should be a way. I have added it to
my pile of cards. I think I will do away with the
'Pop' option. Eventually we will have a 'copy', 'cut',
and 'paste'. Then a 'cut/paste' will do the same as
a pop.
===================================
12) Monster size 4 bacly positioned.
See release notes with CSBwin 9.51g.
I will consider your point-of-view regarding error
messages. I tend to agree. But....everyone has
been begging me to allow CSBuild to do illegal
things. I would rather like to warn the player that
it ain't really CSBwin's problem if things go wrong.
===================================
Which is which?
===================================
8) Message Delay
Sorry. It should not accept numbers greater than
15. The general actuator has a 4-bit field for delay.
Use a DSA as a repeater to get long delays.
I will fix the PressurePad dialog.
===================================
9) Set/On - Clear/Off
Oh, dear. I will look into this. That is rather basic.
High priority.
===================================
10) Toggle - On or Off only.
That is the way it is. That is the way it was. And
I imagine that is the way it will be. There are a finite
number of bits dedicated to describing the action
of am actuator and what you want was not one of
the options that the designers allowed for.
===================================
11) Reorder objects on a wall.
There should be a way. I have added it to
my pile of cards. I think I will do away with the
'Pop' option. Eventually we will have a 'copy', 'cut',
and 'paste'. Then a 'cut/paste' will do the same as
a pop.
===================================
12) Monster size 4 bacly positioned.
See release notes with CSBwin 9.51g.
I will consider your point-of-view regarding error
messages. I tend to agree. But....everyone has
been begging me to allow CSBuild to do illegal
things. I would rather like to warn the player that
it ain't really CSBwin's problem if things go wrong.
===================================
Re: More suggestions for CSBuild
7) Illusion Wall versus False Wall
Which is which?
I thought this naming was more obvious... it seems it is not!
In this case forget about my suggestion.
---------------------------------------------
regarding error messages
Maybe an option in the config.txt, to choose between "log" and "pop up windows"?
(As for your code, you would just have to change your messagebox function a little, right?)
Which is which?
I thought this naming was more obvious... it seems it is not!
In this case forget about my suggestion.
---------------------------------------------
regarding error messages
Maybe an option in the config.txt, to choose between "log" and "pop up windows"?
(As for your code, you would just have to change your messagebox function a little, right?)
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
The Trick wall...I could name them 'Blocking' and 'non-Blocking'.
That makes sense to me at least.
The error messages. We will try to reduce them to the
point where it will really make no difference.
That makes sense to me at least.
The error messages. We will try to reduce them to the
point where it will really make no difference.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
9) About pressure pad activated when party moves:
If I set it on "set" when stepped on, "clear" when stepped off, then in CSBwin only the "set" is executed.
OK... I tried this and it worked just fine for me.
You will have to send me your deungeon if I am
to debug your problem.
If I set it on "set" when stepped on, "clear" when stepped off, then in CSBwin only the "set" is executed.
OK... I tried this and it worked just fine for me.
You will have to send me your deungeon if I am
to debug your problem.
Re: More suggestions for CSBuild
I'll send you the dungeon. I have a clue about what is wrong.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
OK. We understand your problem. You sent it by EMail
but I will explain it here because it is important.
You have a pressure pad that is supposed to show a
text when you step on and then hide the text when you
step off. You only wanted that to happen once so you set
the Once-Only flag.
Unfortunately, 'Once-Only' means that only one message
will be sent by the pressure pad. When you first step
on it, the pad sends a message and becomes disabled.
This is not my decision......this is the way God made the
DM world. The act of sending the message causes the
'Once-Only' flag to be examined. See:
http://bahamas.globat.com~dianneandpaul.net
goto :
CSBwin/documentation/QueueSwitchAction.gif
You can put two pads there. One to send a message when
you step on and another to send a message when you step
off. Each can have the 'Once-Only' flag. This should solve
your problem.
but I will explain it here because it is important.
You have a pressure pad that is supposed to show a
text when you step on and then hide the text when you
step off. You only wanted that to happen once so you set
the Once-Only flag.
Unfortunately, 'Once-Only' means that only one message
will be sent by the pressure pad. When you first step
on it, the pad sends a message and becomes disabled.
This is not my decision......this is the way God made the
DM world. The act of sending the message causes the
'Once-Only' flag to be examined. See:
http://bahamas.globat.com~dianneandpaul.net
goto :
CSBwin/documentation/QueueSwitchAction.gif
You can put two pads there. One to send a message when
you step on and another to send a message when you step
off. Each can have the 'Once-Only' flag. This should solve
your problem.
Re: More suggestions for CSBuild
Oh, I see. Thank you for enlightening me. I will use 2 pressure pads as you said.
Re: More suggestions for CSBuild
Paul, when I add a Stone Golem with the new CSbuild, it is invisible in CSbwin.
This is very cool, I am not asking you to remove this feature, but I would like to have control over it in CSbuild.
This is very cool, I am not asking you to remove this feature, but I would like to have control over it in CSbuild.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
Hmmmm. I doubt that is a 'feature'. I will try it.
Please save at least one dungeon file with an
invisible Golem in case I cannot reproduce the
problem.
And after I fix the problem........then I see a way
to make monsters invisible. I think it would be
pretty easy.
Please save at least one dungeon file with an
invisible Golem in case I cannot reproduce the
problem.
And after I fix the problem........then I see a way
to make monsters invisible. I think it would be
pretty easy.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Re: More suggestions for CSBuild
In the previous release I removed some checks
in CSBwin for 'Large' monsters and their positions
within cells. They must have their positions set
to 3,3,3,3. I will put the check back into CSBwin
and just change the numbers quietly instead of
flashing a warning. People don't like warnings
when they start DM.
Meanwhile, in CSBuild, in the monster editor, set
the positions to 3,3,3,3. Then the Golem will appear.
And before you ask:
The editor cannot do this for you because it does not
know the sizes of the monsters. You might have
edited the graphics.
in CSBwin for 'Large' monsters and their positions
within cells. They must have their positions set
to 3,3,3,3. I will put the check back into CSBwin
and just change the numbers quietly instead of
flashing a warning. People don't like warnings
when they start DM.
Meanwhile, in CSBuild, in the monster editor, set
the positions to 3,3,3,3. Then the Golem will appear.
And before you ask:
The editor cannot do this for you because it does not
know the sizes of the monsters. You might have
edited the graphics.