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Re: Cliff Face quandary was Re: just a quick question...
Posted: 24 Oct 2010, 09:04
by NoQ
For a map, all that needs to be done is cut & copy from another map that has these issues, so I don't have to scroll the window to do before / after comparisons.
Heh, i'm a little slow to understand things (:
Here are a few test cases:
But, well, i was also appealing to the general intrinsic taste of playability

The maps i mentioned require making fast tactical decisions, but it's very hard if the map topology is not clear enough. (It's pretty hard even if it is ^^)
Re: Cliff Face quandary was Re: just a quick question...
Posted: 24 Oct 2010, 18:14
by Buginator
Thanks.

(before)
(after)
Re: Cliff Face quandary was Re: just a quick question...
Posted: 24 Oct 2010, 20:37
by NoQ
The second one is much better!!

//i'm gonna love this smiley (:
Looks like all passable roads on this screenshot now actually look passable (:
Re: Cliff Face quandary was Re: just a quick question...
Posted: 26 Oct 2010, 09:48
by NoQ
Edit: Yeah, now with v3 beta 1, i can compare the two versions. The new beta looks much much better

, but there's a new problem with snowy cliffs. They have disappeared completely
Old:
http://img708.imageshack.us/img708/2364 ... 008vis.jpg
New:
http://img641.imageshack.us/img641/9085 ... 746vis.jpg
(
this map)
Re: Cliff Face quandary was Re: just a quick question...
Posted: 31 Oct 2010, 04:34
by Buginator
Hmm.. will try tweaking it again.
Re: Cliff Face quandary was Re: just a quick question...
Posted: 19 Nov 2010, 08:01
by NoQ
And one more problem here, actually

Water

It climbs cliffs
http://img46.imageshack.us/img46/388/wz ... 031sno.jpg
(
this map)
Re: Cliff Face quandary was Re: just a quick question...
Posted: 19 Nov 2010, 16:51
by Dalton
hao wrote:And one more problem here, actually

Water

It climbs cliffs
It's a new waterfall feature.

Re: Cliff Face quandary was Re: just a quick question...
Posted: 19 Nov 2010, 17:56
by effigy
I <3 new features

Re: Cliff Face quandary was Re: just a quick question...
Posted: 19 Nov 2010, 22:55
by lav_coyote25
Dalton wrote:hao wrote:And one more problem here, actually

Water

It climbs cliffs
It's a new waterfall feature.

actually its not new... even in the original, if you did it right - it would flow uphill...

found out the hard way..

Re: Cliff Face quandary was Re: just a quick question...
Posted: 20 Nov 2010, 07:15
by Buginator
Note, when you got these kinds of bugs, please make a ticket about them, since it is really hard getting caught up after being gone for ~ a week...
Anyway, I am not sure if this is a bug on our side, or a flaME bug...
lav_coyote25 wrote:
actually its not new... even in the original, if you did it right - it would flow uphill...

found out the hard way..

And this makes me say ....
I would like to see what the output of the same lnd file is with editworld32, if possible...
Anyway, here is what I am getting:
then the other area ...
Re: Cliff Face quandary was Re: just a quick question...
Posted: 20 Nov 2010, 07:57
by NoQ
Sorry (: Done!
#2339
I don't have editworld, but maybe map2lnd converter from /tools/map could be helpful?
Re: Cliff Face quandary was Re: just a quick question...
Posted: 20 Nov 2010, 11:20
by Mysteryem
hao, flaME does actually export to lnd files, though it's a bit crappy and the files produced need manually editing for me to get them to work, but meh.
The problem does not exist in pre-3.0.1 or whatever it was called. I can clearly remember this problem originally, but I thought that gerard_ fixed it, could your changes to cliff tiles have undone these changes buginator?

(as requested)
Re: Cliff Face quandary was Re: just a quick question...
Posted: 20 Nov 2010, 16:17
by NoQ
Buginator: I've just realized how easy it is now to play with textures, so i've made a little graphics mod that makes mountains in rocky tileset a little darker and thus distinguishable more clearly from the gravel. Here it is:
before,
after
I don't think it's beautiful (i'm no Mangust; he has done a great work making
beautiful textures), but it looks clearer to me. Maybe some texture rework could be useful. Btw, i wonder if such mods will ever be compatible with multiplayer, or if it'd ever be possible to make maps with replaced textures (well, i can do it now, but then the map starts acting as a mod and replaces texures on other maps as well).
Also: i'm curious which parameters were changed by
Buginator to make the mountains less fluffy. I want to experiment myself on it a little, 'cause i feel it's not perfect yet.
Oh my, i'm getting geeky

Re: Cliff Face quandary was Re: just a quick question...
Posted: 22 Nov 2010, 18:44
by skellr
Dalton wrote:hao wrote:And one more problem here, actually

Water

It climbs cliffs
It's a new waterfall feature.

Barrel propulsion here we come!
Re: Cliff Face quandary was Re: just a quick question...
Posted: 23 Nov 2010, 04:31
by Buginator
hao wrote:Buginator: I've just realized how easy it is now to play with textures, so i've made a little graphics mod that makes mountains in rocky tileset a little darker and thus distinguishable more clearly from the gravel. Here it is:
noqgrmod.wz
before,
after
Nice. If you haven't seen Berg's cliff textures, I like those as well.
I don't think it's beautiful (i'm no Mangust; he has done a great work making
beautiful textures), but it looks clearer to me. Maybe some texture rework could be useful. Btw, i wonder if such mods will ever be compatible with multiplayer, or if it'd ever be possible to make maps with replaced textures (well, i can do it now, but then the map starts acting as a mod and replaces texures on other maps as well).
Also: i'm curious which parameters were changed by
Buginator to make the mountains less fluffy. I want to experiment myself on it a little, 'cause i feel it's not perfect yet.
Oh my, i'm getting geeky

Well, I guess this
http://developer.wz2100.net/ticket/2013 explains what you can change...
For what it is worth, the water is now fixed, but might have to go back and tweak the cliffs again...
