Ryandor.com

Forums
It is currently Sat Jul 05, 2025 1:34 am

All times are UTC - 7 hours [ DST ]




Post new topic Reply to topic  [ 12 posts ] 
Author Message
PostPosted: Tue Aug 12, 2003 5:46 pm 
Offline
Grand Master
Grand Master
User avatar

Joined: Thu Aug 07, 2003 6:57 am
Posts: 472
I've recently been picking up on ye ol'e WorldBuilder source, and seeing as it's been well over 1 1/2 year since my last version I thought I might as well do something about that =)

But it's hard to just "do".....I first need some feedback on what I should do, and that seems to be hard to find these days. So if any of you have any worthwhile suggestions for improvements to WB, PLEASE - let me know either by replying to this thread or sending me an e-mail =)

Here's what I've done so far :P Nothing great or anything..but...

Quote:
-ADDED: A new section in the "Nature" Menu - Coastlines. Will let you add the various coastline
water-tiles quickly either by point & click, single item or by coordinates.
-ADDED: A second type of cedar-tree to the Forests-menu. :P
-ADDED: Forest menu now lets you choose Solid as amount of items to add - will fill up every tile.
-ADDED: AutoGet-Coordinate-Buttons added to the Wipe-menu.
-ADDED: Movable added to Areacommands Menu.
-ADDED; NPCs Spawning moved to the now better-organized NPC Tab (NPC spawning for both UOX3 0.70.x and 0.9x)
-FIXED: Random placement of items from the Forest menu should no longer put two items in the exact same spot.
-FIXED: Western & Eastern edges of light wooden floor were reversed.
-FIXED: Unoptimized house templates(like the christmas tree) should now work fine! Yay!

_________________
-= Ho Eyo He Hum =-


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 12, 2003 8:24 pm 
Offline
Moo Cow
Moo Cow

Joined: Tue Jun 18, 2002 12:52 am
Posts: 276
your still missing a few other things like the "fancy" style of sand stone walls, didnt see that you added that any where :D maaybe you could make its navigation a little better :P the diffrent sized windows can at least throw me off now and then, add fences i havnt seen them in there oo and ruined building parts would be nice. Thats about all i can think of

_________________
I AM THE GOBLIN KING!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 12, 2003 9:36 pm 
Offline
Apprentice
Apprentice

Joined: Sun Apr 06, 2003 8:50 pm
Posts: 31
Can you make a tile based spawning system?
for example it would spawn forest creatures in the forest, grass creatures in the grass. the types of creatures spawned , the density, and the area could be changed by scripts.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 12, 2003 10:52 pm 
Offline
Slayer of Fools
Slayer of Fools
User avatar

Joined: Tue Jul 02, 2002 4:54 pm
Posts: 1289
Make it work with Sphere :P

_________________
This space for rent.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 13, 2003 2:18 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Thu Aug 07, 2003 6:57 am
Posts: 472
Hmm...and how exactly would the NPCs be spawned ingame? Through spawn-runes/items placed by WB at random locations, or through region-spawners, or what? It could be possible to setup something like that no matter though hmmmm interesting idea :)

Ah yes, the missing wall-types. I could add some of those yea =) And fences. The navigation of it is a bit harder to modify...since the various menus & forms contain a lot of different options and settings, some more or less than others - it'll be an impossible task to keep them all the same size unless large areas in some menus are blank to "fill space".

Alas, cannot make it compatible with Sphere without Sphere first being made compatible with WB :) A lot of commands that are very much different or alltogether non-existing in sphere as far as I know :/

_________________
-= Ho Eyo He Hum =-


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 13, 2003 4:55 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Wed Jun 12, 2002 12:13 am
Posts: 414
Location: West Virginia, USA
pfft you could do it! Amazingly it's not even THAT different. Friend of mine made a hdl plugin thingy that let me use WB with sphere waaaaay back when before axis was open source (we wanted the autoroofer :P)

Only took him an hour or two to make it, so I can't imagine it's that major of a project. I do use axis though, so I don't wanna make it sound like I'm trying to talk you into it :) WB is awesome, but axis is familiar.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 13, 2003 5:59 am 
Offline
Grand Master
Grand Master
User avatar

Joined: Thu Aug 07, 2003 6:57 am
Posts: 472
hdl plugin? What exactly is that, and how did it work? hehe =) Sounds like your friend is a few steps higher up the ladder than me when it comes to coding-experience/knowledge :P

And - was it only the autoroof-thing that worked, or the entire tool? ;P

Fun to know that WB has been used on Sphere in any case :D

_________________
-= Ho Eyo He Hum =-


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 13, 2003 1:23 pm 
Offline
Journeyman
Journeyman

Joined: Tue Jun 03, 2003 5:24 pm
Posts: 96
. . . One thing that frustrates me is how random placement only works on level ground. If theres any variation of ground height it doesnt work leaving items underground or hanging in the air. Can this be fixed so it places items according to ground level?

. . . A nice option to add concerning random item placement is random item placement in a circle shape. Perhaps even random item placement in a circle shape where the center is more dense then the outside.


Last edited by cgeorge on Wed Aug 13, 2003 2:46 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 13, 2003 2:11 pm 
Offline
Grand Master
Grand Master
User avatar

Joined: Thu Aug 07, 2003 6:57 am
Posts: 472
Alas, I don't see how I CAN fix the issue with random placement on uneven ground - I guess it'd require WB to parse map0.mul or something, and I have no idea how to accomplish that :|

Circle-shape placement could work hmm

_________________
-= Ho Eyo He Hum =-


Top
 Profile  
 
 Post subject:
PostPosted: Thu Aug 14, 2003 10:08 pm 
Offline
Journeyman
Journeyman

Joined: Tue Jun 03, 2003 5:24 pm
Posts: 96
Perhaps you could ask uox classic people about how you might be able to to fix the random items/uneven land problem.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Aug 14, 2003 10:19 pm 
Offline
Peanut Gallery
Peanut Gallery
User avatar

Joined: Sun Jun 02, 2002 8:53 pm
Posts: 1864
Location: Hayward, CA
Well as for uneven-terrain, it's hard to guage how an item will look at any given altitude on that terrain... other than by eye ;-)

_________________
Blog: http://www.sydius.org
Web: http://www.sydius.net


Top
 Profile  
 
 Post subject: hdl
PostPosted: Sat Aug 16, 2003 2:20 pm 
Offline
Newb
Newb

Joined: Sat Aug 16, 2003 2:04 pm
Posts: 3
A HDL is just a renamed DLL. It uses DLL injection to attach itself to the program which is why they are renamed to HDL. 2 right click menu selections are added for HDL apply and remove, which call rundll32 dllname, Apply and rundll32 dllname, Remove. This signals the hdl that it should attempt to inject itself into the target program. Anyways the injected dll can call internal functions that the program uses, access the entire processes memory and such. It acts more or less like its a compiled part of the program.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 

All times are UTC - 7 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group