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Daimonin Forum  |  Development  |  Arches  |  Topic: Naming Conventions & RAI Project « previous next »
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Topic: Naming Conventions & RAI Project  (Read 3906 times)
longir
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« Reply #15 on: January 08, 2007, 12:04:49 am »

I just committed archchange.txt, imagechange.txt, and new wall_blue, wall_catacomb, wall_cave, wall_dark, and wall_dungeon sets.  Something to get the changes rolling.

EDIT:  Due to other commitments, I am solo lead on RAI for now.  If you are interested in helping, please send me a pm.
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DM
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smacky
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« Reply #16 on: January 08, 2007, 05:37:20 pm »

Quote from: "Longir"
.XYZ (periodXYZ, if your monitor can't see it) is VERY important. Lets look at each letter:

X

This describes what "state" the animation is in. In the case of mobs, 1 means the idle state, 2 means the walking state, and 3 means the attacking state. Generally only changed from 1 to a number 1-3.

Y

This describes which way the object is facing. Look at your numberpad.

* When Y is 1, the object is facing north (9 on your numberpad)
* When Y is 2, the object is facing northeast (6 on your numberpad)
* When Y is 3, the object is facing east (3 on your numberpad)
* When Y is 4, the object is facing southeast (2 on your numberpad)
* When Y is 5, the object is facing south (1 on your numberpad)
* When Y is 6, the object is facing southwest (4 on your numberpad)
* When Y is 7, the object is facing west (7 on your numberpad)
* When Y is 8, the object is facing northwest (8 on your numberpad)

I've referred to the wiki page, which is slightly different but still doesn't address these issues I feel.

IMO Y = 0 (the object has no discernible direction, such as most floors) needs to be in there. This seems to be in the wiki  as a combination of what I have mentioned and objects with a special 'inventory' view. IMO these are distinct issues and shouldn't be combined.

The simplest option is Y = 9 for 'inventory' views. However, this is not a direction issue, it is a state issue. Therefore I suggest a global X = 0, or X = 9 if you prefer, for inventory views. An example of an object with a distinct inventory view (in fact animation) is the evil elf toy. It only dances in your inv or a container.
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Unislash
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« Reply #17 on: January 09, 2007, 12:58:43 am »

Hmmm,

Well, first, i added that into the wiki before reading your post yesterday as i was looking at the naming conventions for RAI. There is now

When Y is 0, the object is in inventory view or has no other facings and only displays this

Tacked on to the bottom of your quote, and

and

<name>.101 = Most objects (the majority of items, for instance) do not face any direction or have any animation. In this case, use .101 for the suffix.

On the last bullet point for the other way of explaining it.

Now, your changing inventory view being X instead of Y makes more sense to me than how it is currently. However, it is throwing up a red flag for some reason. I can't really figure it out. Maybe it is something about the editor's changing direction. Maybe it is that no new Y value for the inventory view has been suggested. Maybe it is that it just seems weird to me. I dunno, we should discuss that somewhere.

Cheers,
Unislash
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longir
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« Reply #18 on: January 09, 2007, 05:10:48 am »

as I said on skype, x=0 (inventory view) y=0 (no facing) z=1 (first and/or only frame) those would <name>.001, etc  like toy_evil_elf.001, toy_evil_elf.002, etc.
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Unislash
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« Reply #19 on: January 09, 2007, 05:14:37 am »

Ok, go fix the wiki then Smiley

Unislash
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longir
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« Reply #20 on: January 09, 2007, 05:29:12 am »

ok, it's fixed, along with link to Arch Naming Conventions added in the arch section  Smiley
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Unislash
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« Reply #21 on: January 09, 2007, 05:45:02 am »

Thanks longir Smiley

Oh, i think you forgot to fix it in "All Naming Conventions", though Smiley

Cheers,
Unislash
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longir
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« Reply #22 on: January 09, 2007, 05:48:27 am »

well, then, you can fix that one, and any others I missed  lol
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« Reply #23 on: January 09, 2007, 01:30:23 pm »

Well, here i am people (not that you've been expecting me Smiley)

I am making this post to declare my will to help the RAI project in some way. My only problem is lack of time (especially after smacky's warm response to The Omen maps that we just started to develop) but i will be glad to script anything that can be scripted in order to help automise to some extend the whole RAI process... I am quite adequate with python and i will be glad to code some scripts that other people might demand. I will also have a better look into the new naming scheme (as long as it is considered final) and i might take the initiative to start codeing without any requests from other people in advance. Please feedback me with your thoughts on this proposal, i think that some microsteps of the RAI project can be scripted thus saving other people's time...
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longir
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« Reply #24 on: January 09, 2007, 03:11:30 pm »

iirc the 2 most involved scripts we would need would involve modifying maps...one to rename and reattach maps according to the naming conventions (including connects like stairs, exits, etc), the other to scan maps and replace all of the deprecated archs with the new versions.  There's no major rush on that (plenty of time for working out the bugs).
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tehill
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« Reply #25 on: January 13, 2007, 02:04:16 pm »

I hope someone will finally fill in the multi arch section of the wiki. Would be nice to know the who, what, when, where, and how of multi arches.
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Unislash
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« Reply #26 on: January 14, 2007, 12:41:04 am »

Eh, i guess i could. It's pretty simple, though Smiley

http://www.daimonin.net/?op=modload&name=phpWiki&file=index&pagename=Multipart%20Arches

Cheers,
Unislash
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trepie
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« Reply #27 on: February 20, 2007, 09:23:24 pm »

Quote
If you want to symbolize that the map is underground, you have "b" or "c", etc. before the underscore ("_"). For example, mapb_0000 is right under map_0000. To symbolize that the map is a level above the "main level", you put "2" or "3", etc. For example, map2_0000 is right above map_0000.


Is it completely neccassary to name the maps that are above or below the 'main' map? Would it be ok just to rely on the connections to do thier job?
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Talwoasc
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« Reply #28 on: February 20, 2007, 10:08:49 pm »

I should think one of the reasons behind that is some places (OOP for example) have more than one level below the ground, you need to get them in the right order. Also for tiles to be in the right place on the plane you would need to be able to place them on using their names...
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Talwoasc is back, and hopes to be able to update his shop soon.
smacky
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« Reply #29 on: February 20, 2007, 10:30:52 pm »

I see your point Trep, but I assume this is to helpl DMs visualise vertical map relationships in their heads. It is clear that dungeonb_#### is above dungeonc_####.

And also it helpls to horizontally lay out the map planes to avoid overlap.
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