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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Tue Jul 11, 2006 11:06 am Post maybe stupid Post subject: ID allocation of 'holy grail' window tile |
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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 Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Tue Jul 11, 2006 11:13 am Post maybe stupid Post subject: |
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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 Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Tue Jul 11, 2006 11:48 am Post maybe stupid Post subject: |
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I was assuming the onscreen appearance would be invisible/transparent, a mapper can always use lvz over it. |
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SpecShip Complete twat

Gender: Joined: Dec 17 2005 Posts: 514 Location: 8025 - Spec Freq Offline
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Posted: Tue Jul 11, 2006 2:19 pm Post maybe stupid Post subject: |
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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? _________________ Replacing yazour untill the whore returns.
"I could run a ss server on my car stereo!" -Xalimar
"Liberta tuit ma ex infernis" -Event Horizon
"I know too much about nothing." - Mine GO BOOM
"Hmm anyway, back to my kingdom hearts." - Chambahs |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Tue Jul 11, 2006 2:53 pm Post maybe stupid Post subject: |
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Translation please. |
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Cerium Server Help Squatter

Age:42 Gender: Joined: Mar 05 2005 Posts: 807 Location: I will stab you. Offline
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Posted: Tue Jul 11, 2006 6:37 pm Post maybe stupid Post subject: |
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Do you happen to have a map of all of the current tile #s and their purposes? _________________ There are 7 user(s) ignoring me right now. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Cerium Server Help Squatter

Age:42 Gender: Joined: Mar 05 2005 Posts: 807 Location: I will stab you. Offline
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Posted: Wed Jul 12, 2006 5:33 pm Post maybe stupid Post subject: |
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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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SpecShip Complete twat

Gender: Joined: Dec 17 2005 Posts: 514 Location: 8025 - Spec Freq Offline
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Posted: Wed Jul 12, 2006 9:27 pm Post maybe stupid Post subject: |
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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 Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Wed Jul 12, 2006 10:52 pm Post maybe stupid Post subject: |
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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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SpecShip Complete twat

Gender: Joined: Dec 17 2005 Posts: 514 Location: 8025 - Spec Freq Offline
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Posted: Thu Jul 13, 2006 4:12 am Post maybe stupid Post subject: |
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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 Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jul 13, 2006 1:42 pm Post maybe stupid Post subject: |
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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 Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jul 13, 2006 2:03 pm Post maybe stupid Post subject: |
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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. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jul 13, 2006 3:27 pm Post maybe stupid Post subject: |
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What about decoys? |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jul 13, 2006 3:59 pm Post maybe stupid Post subject: |
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If a player bounces off, so should a decoy. |
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SpecShip Complete twat

Gender: Joined: Dec 17 2005 Posts: 514 Location: 8025 - Spec Freq Offline
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Posted: Thu Jul 13, 2006 5:38 pm Post maybe stupid Post subject: |
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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 Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jul 13, 2006 5:56 pm Post maybe stupid Post subject: |
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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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K' You can win any war if you start a year early

Gender: Joined: Jul 13 2006 Posts: 271 Location: Southtown Offline
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Posted: Thu Jul 13, 2006 6:02 pm Post maybe stupid Post subject: |
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So you be seeking 1.5-esque tiling? |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jul 13, 2006 6:07 pm Post maybe stupid Post subject: |
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Something like that, although isn't that 2.5D? |
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K' You can win any war if you start a year early

Gender: Joined: Jul 13 2006 Posts: 271 Location: Southtown Offline
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Posted: Fri Jul 14, 2006 11:31 am Post maybe stupid Post subject: |
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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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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jul 14, 2006 3:15 pm Post maybe stupid Post subject: |
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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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Animate Dreams Gotta buy them all! (Consumer whore)

Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Tue Jul 18, 2006 3:28 pm Post maybe stupid Post subject: |
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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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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Jul 18, 2006 3:42 pm Post maybe stupid Post subject: |
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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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Animate Dreams Gotta buy them all! (Consumer whore)

Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Tue Jul 18, 2006 3:56 pm Post maybe stupid Post subject: |
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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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