jcsnider Posted June 22, 2012 Author Share Posted June 22, 2012 @jcsnider:> Planned.> > Check this topic out ;).> > http://www.touchofdeathforums.com/smf2/index.php/topic,80930.msg866516/topicseen.html#msg866516 Link to comment Share on other sites More sharing options...
Guest Posted June 23, 2012 Share Posted June 23, 2012 Heres a bug for ya. "player touch" dosent work at all. You still need to press CTRL Link to comment Share on other sites More sharing options...
jcsnider Posted June 23, 2012 Author Share Posted June 23, 2012 Player touch basically means player on top… set the event to walk-through and try ;) Link to comment Share on other sites More sharing options...
Whackeddie99 Posted June 23, 2012 Share Posted June 23, 2012 I've already tried that snider, even with walk through it isn't working for me. Link to comment Share on other sites More sharing options...
jcsnider Posted June 23, 2012 Author Share Posted June 23, 2012 Alright I will look into it XD Link to comment Share on other sites More sharing options...
Aydan Posted June 23, 2012 Share Posted June 23, 2012 Your method to make NPC's stop moving and face you when talking didnt work for me :(can you make some kind of option so npcs when you hit ctrl to talk they stop and look at you? making it global could work so if someone hits ctrl the npcs looks at them too maybe?I guess you could make some npcs stand still too but the option would be nice :) Link to comment Share on other sites More sharing options...
Kemerd Posted June 24, 2012 Share Posted June 24, 2012 Is there someway to merge this mod: http://www.touchofdeathforums.com/smf2/index.php/topic,70502.0.htmlwith your mod? Making the quest start rely on the event, not an actual NPC? Maybe a *Quest Start* Command? Could you maybe tell me how to do this, or give me a hint? It would be really helpful. I could just take a look at the quest system and find the quest start thing. But how would I go about implementing it into the event system? Link to comment Share on other sites More sharing options...
Guest Posted June 24, 2012 Share Posted June 24, 2012 Yes there is, becuase I did it! Requires a little bit of modification to work through Link to comment Share on other sites More sharing options...
Kemerd Posted June 24, 2012 Share Posted June 24, 2012 How did you implement it in the event system?! I'm sort of a beginner at code. I mean, I could find out the function for starting the quest, but… PM me? I'm gonna look into the code. Might find out how to do it. >.> I have to make a new event type that starts a quest. :P Pretty simple really. But I still could use some help. XD I would really have no idea how to end the quest. I have a vague idea of how to make the event check if the task is done. But how would I modify this:``` If CanStartQuest(attacker, NPC(npcNum).QuestNum) Then                  'if can start show the request message (speech1)                  QuestMessage attacker, NPC(npcNum).QuestNum, Trim$(Quest(NPC(npcNum).QuestNum).Speech(1)), NPC(npcNum).QuestNum                  Exit Function                End If                If QuestInProgress(attacker, NPC(npcNum).QuestNum) Then                  'if the quest is in progress show the meanwhile message (speech2)                  QuestMessage attacker, NPC(npcNum).QuestNum, Trim$(Quest(NPC(npcNum).QuestNum).Speech(2)), 0```to fit the event system? Would I make it check, and then use a showtext command?I also need to download the FRM for quest editing and take a look at the code which Identifies the NPC to start the quest. daxterxx, could you help me out? XD Link to comment Share on other sites More sharing options...
Guest Posted June 24, 2012 Share Posted June 24, 2012 Theres a so much easier way than that. Ill give you a hint. It involves the event system variables and some custom coding. Link to comment Share on other sites More sharing options...
zerosavior115 Posted June 24, 2012 Share Posted June 24, 2012 does anything such as alatar's quest system work here??? Link to comment Share on other sites More sharing options...
tslusny Posted June 24, 2012 Share Posted June 24, 2012 You dont need to add quest system to this, just use variables and switches and etc for quests, not very hard to do and u can make more advanced quests with event system than with alatars quest system Link to comment Share on other sites More sharing options...
jcsnider Posted June 24, 2012 Author Share Posted June 24, 2012 This is not the place to discuss merging the Event system with Alatar's quest system, it would be better placed in source questions.. It is possible however, if someone wants to make a tutorial for it many would appreciate it XD Link to comment Share on other sites More sharing options...
Whackeddie99 Posted June 24, 2012 Share Posted June 24, 2012 Found a bug, minor, but is annoying. When editing player switch/variable names, after saving it does not update them in the lists of the event editor, it just shows what was there before you edited. Link to comment Share on other sites More sharing options...
Kemerd Posted June 24, 2012 Share Posted June 24, 2012 I know I could use variables, but I would like the easier editor, and the journal and stuff. Link to comment Share on other sites More sharing options...
Whackeddie99 Posted June 24, 2012 Share Posted June 24, 2012 @Dremek:> I know I could use variables, but I would like the easier editor, and the journal and stuff.If you're lucky I'll edit the event system and code in quests, so that you can change the quests log info based on events ^-^ Link to comment Share on other sites More sharing options...
Doctor Toenail Posted June 24, 2012 Share Posted June 24, 2012 gooby pls do dat-Pulot doog Link to comment Share on other sites More sharing options...
Whackeddie99 Posted June 24, 2012 Share Posted June 24, 2012 @Dr.:> gooby pls do dat> > -Pulot doogno pulot fak u Link to comment Share on other sites More sharing options...
Likestodraw Posted June 25, 2012 Share Posted June 25, 2012 So… When will this be released as a tutorial so people can put the event system in the version of EO they use (so you don't have to put every single tutorial that they had before in again)? Link to comment Share on other sites More sharing options...
jcsnider Posted June 25, 2012 Author Share Posted June 25, 2012 My focus is development. I am not planning on any tutorials to release, if someone wants to, it isn't hard. However, once my DX8 nightly is released, there will be no point in adding the changes into your source, the edits will simply be too vast. Link to comment Share on other sites More sharing options...
Aydan Posted June 25, 2012 Share Posted June 25, 2012 Honestly I think the move to DX8 will only damage eclipse. People who can't code like myself have the luck to have dynamic sprites and whatever else in eclipse to make games and have fun, with how DX8 handles textures only limits us even more.an example is how textures have to be say 512x512 or whatever, what if sprites are larger or smaller, making it as dynamic as they can be now could be difficult indeed.All for what? Some silly effects? Transparent chat box? Link to comment Share on other sites More sharing options...
Stein Posted June 25, 2012 Share Posted June 25, 2012 Or you can get off your lazy ass and do something, the DD7 version will still be around if you need it. ;]And the engine has been pretty stagnant for ages in terms advacement. I'd rather see this move so we can get with the times a little over staying in the background. Link to comment Share on other sites More sharing options...
Aydan Posted June 25, 2012 Share Posted June 25, 2012 What's that? People still trying to imitate the social 'elite' of engine makers to try and elevate themselves above others? Good job ;)If you want to see the engine move on then the only future is a port to another language since VB is out dated and as we all know and eventually support will drop for sure.So stop being so childish just because someone posts a logical and genuine concern about ease of use for all users and grow up. Thank you. Link to comment Share on other sites More sharing options...
varinyc Posted June 25, 2012 Share Posted June 25, 2012 @Aydan:> What's that? People still trying to imitate the social 'elite' of engine makers to try and elevate themselves above others? Good job ;)> > If you want to see the engine move on then the only future is a port to another language since VB is out dated and as we all know and eventually support will drop for sure.> > So stop being so childish just because someone posts a logical and genuine concern about ease of use for all users and grow up. Thank you.VB6 has been confirmed to still have (limited but still there) support for the life of Windows 8\. So we got some time :) . I'd link you but I forget where I read it from. I kind of agree with you on the DX8 issue though, I'll probably be sticking with the DX version we have now as well. Although I don't think having Two versions of an engine will be that big of a deal.I wouldn't consider this move a stepping stone, but I do feel it's SOMETHING in a good direction. Kinda like tablets. Link to comment Share on other sites More sharing options...
Stein Posted June 25, 2012 Share Posted June 25, 2012 Aydan, I believe you misunderstood something there, calling me elite.But anyway, why should we have to keep something stagnant if people may not understand it? Most of these spur of the moment kids never even bother to learn crap and leave within days because they don't see instant results or can't get people to do their crap for them. These people will remain the same, and then there's the people with a real drive to learn and try, that will grab whatever there is by the horns and try to succeed in it, these too will remain the same.And then there's the lazy bunch never willing to improve, which will just complain more. I for one welcome a change into a new direction, and consider your concern lazy, if not redicilous. Catering to the idiots is a good idea if it's a source of income, on an open source engine this is generally NOT the way to go, because it is commonly expected that you write most of it yourself anyway, or get someone to help you with it.Not to mention, as I said. If it's THAT much of a problem to use D3D8, the DD7 version is still around and it can still be edited, that won't change. So why is it such a big issue because you and a few others may not like it? Imagine if the guy that invented the computer stopped doing it because "People wouldn't understand", which of course is something on a much larger scale and has a higher impact, but it's just as redicilous.Aherm, so in essence: Don't be an idiot and keep progress at a halt to cater to people unwilling to learn. (They can always grab an easier version if they so desire, hell even now people use EE because of the scripting)EDIT: As for your graphical bull, since most of us use RMXP formatted stuff, it's either 64*64, 32*32 or 32*64 anyway. So it remains in powers of two, thus works fine with dynamic sizes. You're probably misunderstanding how this works.Your graphics will still simply remain as they are now, and the sprite sets are cut in four both horizontal and vertical, this size will be your rendering surface. So tadaa, dynamic sprite sizes. Which works the same as it does now, except D3D8 assigns a surface to it, whereas DD7 simply draws it onto a bitmap buffer. Link to comment Share on other sites More sharing options...
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