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ID allocation of 'holy grail' window tile

 
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Smong
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PostPosted: Tue Jul 11, 2006 11:06 am   Post maybe stupid    Post subject: ID allocation of 'holy grail' window tile Reply to topic Reply with quote

A window tile is a tile that allows weapons to pass, but not ships. One doesn't currently exist, but if it did what ID should it have and should it appear on the radar?

radar visible:
192-215
221-240

invisible on radar:
243-251
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Muskrat
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PostPosted: Tue Jul 11, 2006 11:13 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I think it should be visible on the radar. You will be able to change its graphic, right?

Then again, more map-designer-control over what the radar shows would be ideal.
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Smong
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PostPosted: Tue Jul 11, 2006 11:48 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I was assuming the onscreen appearance would be invisible/transparent, a mapper can always use lvz over it.
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PostPosted: Tue Jul 11, 2006 2:19 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

What's in particular is use in that contrary to simply dropping a single tile or using a safety/goal/move-over/under tile, so weps go through but ships don't?
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Smong
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PostPosted: Tue Jul 11, 2006 2:53 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Translation please.
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PostPosted: Tue Jul 11, 2006 6:37 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Do you happen to have a map of all of the current tile #s and their purposes?
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Smong
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PostPosted: Wed Jul 12, 2006 10:51 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

This is what I use:
http://toktok.sscentral.com/dump/tiles.txt
But I'm sure there's a thread on every major ss forum.
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PostPosted: Wed Jul 12, 2006 5:33 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Well, looks like from whats available, youll have to start from 190 and go down to where the bmp portion of the tileset ends, or use the 'solid' tiles in the 243-251 range.
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PostPosted: Wed Jul 12, 2006 9:27 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Translation: In general, ships are larger than a single tile, if you wish to allow ships to fire through a wall but deny them passage, you remove one tile from the wall or use a tile that doesn't deny passage (fly under/over tiles, goal tiles, safety zone tiles) - the ships can't go through since it's a single tile but they can shoot through it.
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Muskrat
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PostPosted: Wed Jul 12, 2006 10:52 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I know it's hard, but try to think beyond Subspace, Grav.


It seemed to me that Smong was getting input for a new client feature. If so I don't see why a map editor or two couldn't cooperate and allow the tile in question to have a graphic.
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PostPosted: Thu Jul 13, 2006 4:12 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

There is no Grav anymore.
But, if Grav was here he would say: Don't make me destroy you, little inferior dummy newbie; it is you who might be experiencing difficulties in grasping concepts if there was anyone such. I've designed, and continue to, far greater scopes than your meager human child brain could even begin to comprehend.
I undnerstand perfectly well what smong suggest.
What I say, or rather inquire, be what good is it, why is it needed, why should we allocate a new tile slot for it instead of something else?
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Smong
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PostPosted: Thu Jul 13, 2006 1:42 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I don't see any harm discussing future possible tiles, there is even space for them in the existing lvl format. A window tile can add new things to the game, especially with all these infantry style zones around.
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Dr Brain
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PostPosted: Thu Jul 13, 2006 2:03 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Need your window tile, and make sure powerballs can pass through it.

Then add a tile where powerballs bounce off, even with the setting that makes them pass through walls.
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Smong
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PostPosted: Thu Jul 13, 2006 3:27 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

What about decoys?
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PostPosted: Thu Jul 13, 2006 3:59 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

If a player bounces off, so should a decoy.
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PostPosted: Thu Jul 13, 2006 5:38 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

No harm indeed, but I still fail to see what justifies the effort of it in contrast to what techniques we may employ today.
How will it serve us better (other than graphically)?
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Smong
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PostPosted: Thu Jul 13, 2006 5:56 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

With it you can have windows bigger than 1 tile, making it easier to shoot through them. You could even make a psuedo 3D ridge/cliff giving the impression of two different heights, so you can shoot between them but not climb up or fall down the cliff.
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PostPosted: Thu Jul 13, 2006 6:02 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

So you be seeking 1.5-esque tiling?
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PostPosted: Thu Jul 13, 2006 6:07 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Something like that, although isn't that 2.5D?
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PostPosted: Fri Jul 14, 2006 11:31 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I meant 1.5 tile-units gap.

SubSpace be 2D and as such doesn't have isometric, merely an optical illusion of such (which be compounded by the fact that 2.5D be an optical illusion on and by its own).
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PostPosted: Fri Jul 14, 2006 3:15 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I'm not sure what you're trying to say, since I don't think a 1.5 tile gap would be practical. With a window tile you won't have to arrange tiles like a grating/sieve anymore.
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PostPosted: Tue Jul 18, 2006 3:28 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

And I don't know what you're trying to say because you aren't conjugating the copula.

Smong, I would have immediate uses for a tile like this, and it's a great option for infantry zones. It can be used as razorwire, for one... any obstacle that would prevent crossing but not shooting. An idea that comes to mind would be a WWII tank style zone, with lots of trenches to stop the infantry from crossing. Tanks could be given a rocket that goes fast enough to skip a tile so they could jump over it, if no one could find a better solution. And we could call the zone Trench Wars.
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PostPosted: Tue Jul 18, 2006 3:42 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

A better use is to make a city with all building's rooftops borderd by this tile. You have a entrance that warps them elsewhere on the map to the "inside" they can then go up the stairs to the roof where they are teleported back to the main part of the map.
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PostPosted: Tue Jul 18, 2006 3:56 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Yes, that would be the best 2D rooftop space shooter emulation yet seen on the internets.
But seriously, this has a ton of uses... I'm not sure what Grav was on about.
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