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 Post subject: Future of Dragon
PostPosted: Mon Dec 09, 2002 8:21 pm 
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Young
Young

Joined: Sat Nov 30, 2002 10:33 am
Posts: 10
Hi...

I'm Darus the Windows-Core programmer of Dragon. I made the exe-file
and some scripts. I think all people here tested the 1.05 pr6 ...

I need a bug-list to made the final version of dragon. There are 3 known harcoded bugs..

1) memory bug - i don't know how to fix it :(
2) the fixtable can only handle up to 30000 instruktions.
3) dragonsp freezes only 6144 x 4096 statics.

If there more - please post them here... Some small wishes coul'd be add here too :)

My next project on uocm.de is a program to add new graphical items, map floors, textures & gumps too build a large uo image library.
look at www.uocm.de for more. If this works dragon could handle new floors and tiles. I will post some pictures with the result...

Greetz
Darus

PS: Big thanks to Ryandor & Co for Dragon Support ! :)


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 Post subject:
PostPosted: Tue Dec 10, 2002 9:17 am 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
I found a bug earlier which is detailed on this post:

http://www.ryandor.com/phpBB2/viewtopic.php?t=373

a little hard to understand. As for adding to a possible wish list, i'll post again when i've had time to think about it :P

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 Post subject:
PostPosted: Tue Dec 10, 2002 1:09 pm 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
As a note to everyone, I'm going to try to make the next mod work 100% with 1.05 (or whatever most currently version of Dragon is)

It's seems I'm being overridden with it :P

Must keep current after all! :)

The bad news is (and I'm sure a few people noticed) withe the holidays right now it's rather hectic around here (but not by my doing), so it's going to be slow for me to get anything done.

There's also one other catch, that I feel everyone should be aware of. As many of you know there's a bit of "international activity" that may affect the military. As most of you don't know, I an in the US Navy Reserves. If something were to happen, there's a possibility of me disappearing on extremely short notice. While I'll not be completely cut off, it will severily curtail any map making stuff that I can do.
I'm not trying to scare anyone, but I am being realistic.

-Ryandor


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 Post subject:
PostPosted: Tue Dec 10, 2002 4:51 pm 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
I should be able to put some time to help you out Ryandor. I have (it seems) successfully transfered my scripts to 1.05 :D and maybe i can offer some of the scripts i have if they are beneficial.

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 Post subject:
PostPosted: Tue Dec 10, 2002 4:53 pm 
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Young
Young

Joined: Sat Nov 30, 2002 10:33 am
Posts: 10
ok i will look and fix the bugs ;)

Here are some examples with new tiles :

Image
Image


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 Post subject:
PostPosted: Mon Dec 16, 2002 2:34 pm 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
If this new feature is possible and can be added then i'd like to see it :P

A map and static transition that allows for three different defined group types.

A B C filename.txt

00 01 09 grass2forestdirt.txt

and within the text file, code would be written like this:

AABBCBBA xxxx 000 000 (where xxxx is the changed tile hex number. A is the centre tile (in this case grass) and would be changed, B is forst and C is dirt)

what will this help with?

-cleaning up places that use three different map types in dragon. ie: when a dirt path runs from grass into a forest, right where the path meets the forest from the grass some tiles are missed out and unchanged, this is because dragon can not edit them because there are 3 different tiles in the 'code cube'.

-usually these tiles that are unchanged would be put into the fixtable but with this a fixtable would be smaller and more personalized. Also most fixtable work would be done automatically, increasing production time.

-it would sure help me in making my version of dragon that produces landscape exactly alike to that of osi (of which i will release when done, with tutorials)

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 Post subject:
PostPosted: Sat May 03, 2003 8:19 am 
I would like to be able to enter negative z coordinates in FixTable/example.fix


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 Post subject:
PostPosted: Sat May 03, 2003 4:30 pm 
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Apprentice
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Joined: Tue Nov 26, 2002 9:08 pm
Posts: 39
I'm sure you can, but it's tricky, i think -1 is 255 and -2 is 254 (convert them to hex because of the damn bug) or something like that.

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 Post subject: yo
PostPosted: Fri May 09, 2003 12:43 am 
is it possible to add spawns into some of the scripts for dragon?

like for grass you could script what animals to spawn at what frequency and even in a coord box.

this would help tons with realistic spawns because its monotonous to spawn rabbits, birds, and other randomwildlife.


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 Post subject:
PostPosted: Fri May 09, 2003 3:13 am 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
spawns are mainly dynamic items. You can't change the type of object that it is once it's froze, and therefore can't make it a spawn point, with all the required values. As far as I've known, static items only have the x,y,z and color values. You can't set anything else about it, for example the "type" (UOX style) or anything else.

-Ryandor


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 Post subject: wish list
PostPosted: Sun Jun 08, 2003 4:58 pm 
I love dragon and I love the idea of new tiles i have been trying todo that forever.
But if you find the time and if this is possible two things that would put me through the roof is increase tile heights. instead of going from 0-60, maybe something more like 0-100 or whatever you feel is the best, i just run into height restrictions because i like my maps to be diverse in altitude.

and if this is even possible it would be cool to see, something that radomly elevates areas of grass to make the illusion of small hills etc.

Like i said these are only wishes if they impossible or very hard just dismiss them!

Thanks!
Del


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 Post subject:
PostPosted: Sun Jun 08, 2003 6:29 pm 
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Site Admin
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Joined: Sun Jun 02, 2002 8:01 pm
Posts: 1473
Location: CO, USA
Well the randomness of the land is covered by unevenly.txt if that's what you mean by small hills. I personally don't use it as I prefer to make my own "randomness" but it is there for use.
As far as height goes, there's only so many colors that can be used.

-Ryandor


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 Post subject:
PostPosted: Sun Jun 08, 2003 11:22 pm 
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Slayer of Fools
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Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Hey all,

Long time..blah blah....
I'd love to see 3 way transitions :wink:
That and proper cave transitions are about the only thing on my wishlist.


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 Post subject:
PostPosted: Tue Jun 10, 2003 6:40 pm 
Hmm ok Ry, I will work with the unevenly script, and I understand about there only being so many colors, but hey nothing is impossible :wink:


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