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 Post subject: Mine problem (image)
PostPosted: Thu May 06, 2004 6:20 pm 
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Apprentice
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I made my mine/cave using Stomcrow's Mod 10 scripts.
It worked perfectly, but when i "covered" the mine using the Ryandor's method all transitions were removed. Why?

>here<.

I'd verified it in-game before and was perfect.

:(


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 Post subject:
PostPosted: Fri May 07, 2004 4:52 pm 
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Apprentice
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What happened?
There was a Stormcrow's post here isn't it? A kind of TW? hehehe

I made the cave inside/under the mountain using the World Forge method.


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 Post subject:
PostPosted: Fri May 07, 2004 5:03 pm 
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The Defenestrator
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I have no idea what might be causing your problem (although I personally prefer to make dungeon-style caves). But I noticed multiple posts have dissapeared all of a sudden. Weird. Maybe it was a time warp :p

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 Post subject:
PostPosted: Tue May 11, 2004 4:27 pm 
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Apprentice
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So, who knows what happened? :(


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 Post subject:
PostPosted: Tue May 11, 2004 6:52 pm 
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Slayer of Fools
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Oops. I guess this was one of the posts that disappeared in the timewarp.
The mod10 scripts are not setup to do this. The caves are map only. So when you covered the place backover with mountains the transitions were lost because they were map not static.

You can grab the scripts from mod8 I guess and piece them back in. They shouldn't be used at the same time as your normal compile anyway.

Mod11 part 2 I'm working on not just static caves, but all sorts of dungeonly goodness. It's meant to be used from a seperate directory, on a copy of your main mod 11 map modified just for this purpose. The finished product will be to combine the statics from both compiles with the map from the 1st. You'll be able to build multilevel caves and statics under your mountains, under the regular land, and even under the sea.

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 Post subject:
PostPosted: Sat Jun 05, 2004 10:28 am 
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Apprentice
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Joined: Fri Mar 26, 2004 6:19 pm
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Is Dragon mod 11 (at least the mine system) already done?

i've download it from the ftp but i guess it's wasn't already finished that day.

As Stormcrow explained, the transitions are land tiles, so the mountain removes it.


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 Post subject:
PostPosted: Sat Jun 05, 2004 6:54 pm 
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Slayer of Fools
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No, I was planning on doing it in a seperate mod. Mod 11B. I've actually started on it, but it's low priority until the main mod is finished. The way it will work is you'll take your mod11 map and do some conversions on it so that you have a rough of your map as far as coasts and mountains. Then you draw your caves and what not on it. Compile, discard the map, merge the statics into your previous mod11 map.

It's going to have all kinds of static floor options as well as caves, at altitudes of from -80 through 60. You can go under mountains, under ground, etc.

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