22.01.2010, 00:50
22.01.2010, 02:03
Quote:It is a talkie walkie. Used to call support and orbital bombing by the Daedalus ship.вообще не понятно что это без пояснения,
maybe it will be better:
Spoiler (Click to View)

22.01.2010, 02:15
Yes, but the problem is...having the talkie walkie equipped allows clicking on the "spell" icon...so both are related to same design...


25.01.2010, 06:11
On my way 
Things advancing fast, economy done, battle scripts done, locations done (250!), creatures done. Working on custom quests. And waiting city from Astaroth




Things advancing fast, economy done, battle scripts done, locations done (250!), creatures done. Working on custom quests. And waiting city from Astaroth
Spoiler (Click to View)



26.01.2010, 23:18
Calling the cruiser Daedalus for orbital bombing in battle:

Launches meteor shower at 66 spell power. Has own animations and custom sounds.
Spoiler (Click to View)


02.02.2010, 01:49
I have a question for the wizards here:
The battle icons were changed to custom menus, it means that clicking right on Ronon for example will open a menu with different actions possible. However on click-left, the "system option" is still enabled so you can use two clicks on the same icon (right and left)
My question: as it can be seen, the battle hint informs the player that he can click left to open system options. I have two possibilities: split Ronon pic in two and keep in a corner the system options icon, so the player can see it, or leave as it is and the hint will inform the player.

Or:

What would you prefer?
The battle icons were changed to custom menus, it means that clicking right on Ronon for example will open a menu with different actions possible. However on click-left, the "system option" is still enabled so you can use two clicks on the same icon (right and left)
My question: as it can be seen, the battle hint informs the player that he can click left to open system options. I have two possibilities: split Ronon pic in two and keep in a corner the system options icon, so the player can see it, or leave as it is and the hint will inform the player.

Or:

What would you prefer?
02.02.2010, 02:31
Hint is better.
02.02.2010, 02:32
second
02.02.2010, 02:50
Can you accord your violins? :D
The idea of keeping original icons inside is nice, but my awesome Photoshop skills are somehow...
Ok, last:
Which one?


I can't do better. The hint is there in both cases.
The idea of keeping original icons inside is nice, but my awesome Photoshop skills are somehow...
Ok, last:
Which one?


I can't do better. The hint is there in both cases.
02.02.2010, 02:55
Quote:Can you accord your violins?Hint is the second variant.
Quote:Which one?First.
02.02.2010, 02:59
Thanks, done then.
03.02.2010, 01:28
I have to choose one jet from 2 possibilities:
First choice, jet use column 90-96 and has reversed animations, here it attacks from left to right, small model using OB ID=85
Second choice, jet use column 3-10, has reversed animations, here it attacks from right to left (depends on where the mobs are positioned). Big model, uses OB ID=8
Which one is better? They both starts on the first column square and move towards the end column then launches meteor shower on target
First choice, jet use column 90-96 and has reversed animations, here it attacks from left to right, small model using OB ID=85
Spoiler (Click to View)

Spoiler (Click to View)

07.02.2010, 22:29
Backgrounds in:
In two weeks or so I start final testing. I had to import the 15-20 custom Heroes portraits I use because with more than 12 !!HE:L2 the game gives error about missing bitmap, without precision, strange. It seems we can't have more than 12 new portraits in data or whatever.
Spoiler (Click to View)

08.02.2010, 01:03
Quote:with more than 12 !!HE:L2 the game gives error about missing bitmapPost the script please. And Error log.
08.02.2010, 07:27
For example:
When having 15 custom portraits, on reload game (only once) it pop a "bitmap16 missing", no name or whatever. Once you reloaded a first time and got the error, it will not show anymore and game runs ok.
If I remove 3 portraits from commands (anyone, does not matter), the error is gone. So the max is 12-13 that you can have in instructions.
When testing I removed all objects from map and all scripts, so it was only the instructions, to avoid interference.
Code:
!?PI;
!!DO5085/0/155/1:P; [Remove all starting skills and spells]
[Set custom portraits]
!!HE106:L1^h2s.pcx^;
!!HE106:L2^h2l.pcx^;
!!HE9:L1^TeS.pcx^;
!!HE9:L2^TeL.pcx^;
!!HEx:L2...(I am using only large different portrait for next ones)
!!HEx:L2...
!!HEx:L2...
[UP to 15]
When having 15 custom portraits, on reload game (only once) it pop a "bitmap16 missing", no name or whatever. Once you reloaded a first time and got the error, it will not show anymore and game runs ok.
If I remove 3 portraits from commands (anyone, does not matter), the error is gone. So the max is 12-13 that you can have in instructions.
When testing I removed all objects from map and all scripts, so it was only the instructions, to avoid interference.