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Constantine

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About Constantine

  • Birthday 08/18/1981

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  1. Wow thanks! Could you write a tutorial on how to use your tool?
  2. Oh dear. I honestly have no idea which way is the best! Let's just keep in mind that you probably won't be needing to insert tons of tiles at once. I was thinking of shipping several BAM (or maybe BMP) files with the mod and inserting them into the certain TIS file during the installation (along with the other necessary modifications to the are files of course). Something like that. Anyways, do you already have a release date yet?
  3. It's for EE. Well, that's a relief. Now if only Sam will provided us with the right code
  4. Thanks, maybe I'll try it out. Please remind me what're the maximum BAM dimentions? I vaguely remember that it can't be of any size you want.
  5. Yeah, turned out it's the only way. Could you please elaborate a little bit, how I can fake a door via a bam? (I don't need a real door really, I just thinking about using "doors" to add interactive content, like the bridge under temple district).
  6. Well, the tutorial is here ... there's ugly weidu code in various mods that add areas one could go and take a look at. And you do really nothing with a door... as it's just a graphical binary element on the map. You need an entrance(&exit) point that transfers you from one map to another. The DLTCEP tutorial is there for that as well. I'm aware of this old tutorials, but they can't patch in the door bitmaps. All other stuff like polygons, entry points etc. are pretty easy to add via weidu. You can modify vertexes, regions and other relevant stuff, but you can't patch in a stupid door to the area, because there can be no door without a bitmap If you already have a BMP of the tile you want to patch into the TIS, the code to do so is not that difficult. In fact much of the needed code has already been written, one would just need to write a wrapper function/macro around it. If this actually hasn't been done before (which surprises me), I'd probably be willing to take a crack at it. Bad luck Anyways, I much uppreciate your effort! Better to have the code if this weidu function will ever be fixed.
  7. Well, the tutorial is here ... there's ugly weidu code in various mods that add areas one could go and take a look at. And you do really nothing with a door... as it's just a graphical binary element on the map. You need an entrance(&exit) point that transfers you from one map to another. The DLTCEP tutorial is there for that as well. I'm aware of this old tutorials, but they can't patch in the door bitmaps. All other stuff like polygons, entry points etc. are pretty easy to add via weidu. You can modify vertexes, regions and other relevant stuff, but you can't patch in a stupid door to the area, because there can be no door without a bitmap
  8. Hi averyone, I wonder if someone got an idea of how to add a new door to the area - complete with new open/closed tiles from bmp or bam files? I know I've asked this question some years ago, but frankly, no one had a working solution back then. I think this matter is important because now if you want to add a door to the game, you should provide the whole new tis file with your mod, and this is obviously a very bad way to go.
  9. yeah it's funny all right, being able to "backstab" a mushroom, just remember that if someone has no actual back for rogue to hit to don't mean that it cannot be backstabbed and vice versa. this is IMO of course. this is why you cannot backstab jellies, they just don't have any vital organs or other weak spots that you can hit, but you can easily backstab golems which don't have any organs too, but may have some weak spots that a rogue can hit. great mod BTW, I m looking forward for other useful creature revisions from you!
  10. Afaik, backstab immune monsters are as rare as talkative Stalkers in this game. maybe you're right, but afair most bosses are immune, and there's really no excuse for a minotaur to be immune, remember that backstab isn't just an attack from behind that by some magical means do an increased damage, but rogue's ability to find the foe's weak spot, thus an increased damage output.
  11. I'd vote against making more generic monsters immune to backstab. rogues are pretty useless in combat already, lets not make them just a walking lockpick/disarm machines early in SOA, because they already are in TOB.
  12. I'm instead with those saying that to be appealing it should be party-friendly. How can it be useful if it heals all opponents? o_O At least, it could be useful for clearing out dungeons full of undead.
  13. You know my mage likes theese anti-thief spells very much, the thieves are a tiresome bunch most of the time Bring it on!
  14. Yes, let's get rid of it. Ridiculously OP spell with a lame concept. Rename it, the closer to Pnp the better.
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