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Project News / Artists' blogs / Re: Torchwood's artwork
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on: January 07, 2009, 06:54:48 pm
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actually, i like the ice one better, and if you darken the blue alot more it would look nice as a stone gargoyle. The best part of it would be mappers using a statue arch of him and a mob arch of him, to set the player on edge.
(although it might need a bit of coding to prevent a player from selecting one unless it has already moved)
or better yet, have the statues selectable, but not do anything...
hmmm the clever ideas...
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Development / Suggestions / Re: Dynamic difficulty
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on: January 03, 2009, 07:34:24 pm
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this is starting to get off topic, but: You shouldn't be able to complete a plot line if you can't beat the boss.
Demons are on a plane of their own for a reason, and humans defend their portal with force because of it.
But otherwise, randomizing MOBs i'm in support of, adjusting mobs to player level (with exceptions) I'm not in support of.
I agree that this is one of the down sides of Oblivion. (and subsequently Fallout 3- although it wasn't a terrible effect, it did get boring and unrealistic pretty fast, i played the entire game through as a level 1 character)
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Project News / Programmers' blogs / Re: New stream: autogen
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on: January 03, 2009, 07:50:44 am
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hum, i don't think that this simple math should be such a load for the server for it to be a huge con, maybe michtoen has something to say about that?
Otherwise, this has my full support, this is soemthing that every game should do.
Perhaps the other option is to (upon map loading) pre-make 100 mobs in a spawnpoint (based on the probability of spawning) then randomly choose one each time one is needed, from those randomly pre-made.
This would eat memory, but the only CPU usage would be at map load versus each spawn.
I don't think that would be much beneficial, but it might be another option.
Either way, randomizing spawned mobs is a good direction to head.
(on another thought, there could be a program/script that runs at server compile time, and does this to all the maps before the server is started, but then you get big map file sizes again, versus a bit of cpu usage)
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Development / Bug discussion / Re: Wrong Corpse?
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on: December 26, 2008, 12:38:27 am
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hm, i think this would be a map bug, but an arrow of slay human shouldn't work on them, its just a matter of changing the corpse type (in the arch file), methinks.
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Development / Daimonin project / Re: Closed windows blocking /talk
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on: December 25, 2008, 05:52:50 am
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hum, i think that for all practical purposes, being able to talk through windows is a good thing (whether open or closed - can't tell you the number of times i've yelled through a closed window, AND dai being a "primitive" technological game-structure world, windows will be single-pane which allows alot more sound travelling-through than modern multi-termo-pane [argon-filled] windows)
but knowing the difference between an open window and a closed window might be a gameplay element in several ways- not only for sound, but in lockpicking a locked window (or breaking it), then entering a building through it. So i agree that knowing the difference between an open and closed window is important, and actually being ale to change the state while facing one as well.
What i don't think is important is checking if /talk or /say can go through a material. I think for the most part the current system works.
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Community / Community chat / Re: Linux help
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on: December 25, 2008, 05:39:41 am
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this is why i always use synaptic or apt-get whenever i can... forget trying to install free-bird .deb files... they tend to break my system.
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