maped thread - now even more difficult to use than ever

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LordMortiferus
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Keighn wrote:Going to have options for 2x2 or 3x3 terrain? Mort prolly has done this along with tinting.
You can hack a mob into 2x2 terrain. There is a 2x2 tree at the beginning of ToLS and I probably have a screenshot in the Carnival Carnage thread with a complete 2x2 environment. This is not without flaws though.

Here is the code used in ToLS:

Code: Select all

function tols_tree_init(m)
	
	m:set_align(ALIGN_NEUTRAL)
	m:set_name("")
	m.tamable = false
	m.immobile = true
	m.large = true
	m.code = 0x350043d
	m:set_hp_max(0) -- removes hp bar
	m:set_base_ac(9)
	m:set_magic_resistance(99)
	m.hp = 999
	m.xp_kill = 0
	m.treasure = 0x0
	
end
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Keighn
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Any sprites colliding? I think with 2x2 mobs the bottom left (x,y axis) is the point of origin. I would have to look at screenshot on overlapping mobs (aka wand of polymorph usage). I don't think the game has crashed because of this. Not sure how it affect water travel, klimbing, or blinking.
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LordMortiferus
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

The point of origin should be in the upper left corner.
The image I mentioned before can be found here.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Egg, could you please add crops/flowers to the maped item list.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

I just noticed it is possible to add glowing maptiles by adding those as items with the 0x43d item code in conjunction with mythic and named supplements to the code :lesson: .
glowingmtiles.png
In the picture above you see glowing crenelation, darkness and mirror maptiles. Keep in mind that those item/tiles block movement. View is blocked if the maptile has bv set to 1.
I do like the mirror but I am not sure what the other tiles might be used for.

Edit: another restriction is that only 2 digit maptiles are supported.

Example:
XXYY43d.ZZ.Name

XX = maptile hex code
YY = material tint hex code
43d = item code for maptile
ZZ = mythic hex code
Name = string for named item
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LordMortiferus
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

In case anyone was wondering what happens if you walk from one region into another (meta mapping).

Here is an example from Mapped:
metamapping.png
Note that the region contains the walls but not the doors. From outside the region you see only rooftop tiles where the region is, because the maptile in position 0'0" is a rooftop maptile. From within the region you also see rooftop tiles beyond its borders where the doors are, everything else is blocked by the walls, which are hidden behind barriers in this case (probably not the best example...).
Image

In the example I used the rooftop tiles to make it more visible, in the actual map I am using darkness maptiles as these look better from the inside of the region (click for gif). Why did I do this in the first place you might ask - the answer is to hide the barriers.
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

new version adds pseudo items for torsten
please don't use pseudo items in your maps without consulting an expert first

+ bugfix to palette
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Thanks!
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Max do you discourage the use of the item 0x420 a lightsource?
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

It's fine I think
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Max could you please make the copy function for items also work with special tints and named items. At the moment special tints and names are lost when pasting items.
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

Here is a preview of what I am doing using named items:

*SPOILERS* maybe...
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Re: maped thread - now even more difficult to use than ever

Post by Keighn »

Anyone work with the unity engine?
I saw this recently:
http://ultimacodex.com/2017/04/uultima- ... s-tribute/

Also note Pix patched his patcher for the ultima 3 project. You can play gog's entry on a Ultima 1 map.
ZUPS!!!!
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Re: maped thread - now even more difficult to use than ever

Post by Kynt »

I'm wondering, is the map # limit really 300 or can it be any number? I think egg mentioned map instances being created on numbers 300+, but would a number 1000 map work?

EDIT: on another note, is it possible to create quest-chains through script? As in quests registered to the player, logged in the /q command etc.
I've seen the quest API scripts but no idea how quests themselves are created (noticed the quests folder in sv).
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

Kynt wrote:I'm wondering, is the map # limit really 300 or can it be any number? I think egg mentioned map instances being created on numbers 300+, but would a number 1000 map work?

EDIT: on another note, is it possible to create quest-chains through script? As in quests registered to the player, logged in the /q command etc.
I've seen the quest API scripts but no idea how quests themselves are created (noticed the quests folder in sv).
the map limit is hard coded at 300, and yeh after that those numbers are reserved for instnaces. but I can always increase that number - it's just a const in a .h file somewhere

scripted quest chains, maybe? but not done: there is a old windows app me and someone else made to edit quests. quests are their own file format. it's all very ugly. all separate from maped & lua !
Keighn wrote:Anyone work with the unity engine?
I saw this recently:
http://ultimacodex.com/2017/04/uultima- ... s-tribute/

Also note Pix patched his patcher for the ultima 3 project. You can play gog's entry on a Ultima 1 map.
yes I have used unity, have you seen this? it is done in unity

LordMortiferus wrote:Here is a preview of what I am doing using named items:

*SPOILERS* maybe...
is it a named 'that item that can resemble any map tile ' ? it's a good hack and looks p sweet
LordMortiferus wrote:Max could you please make the copy function for items also work with special tints and named items. At the moment special tints and names are lost when pasting items.
yeh sure, I'll file it in the bottom of my mind to be remembered in 2 years LAUGHING OUT LOUD LIKE A MORON
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Re: maped thread - now even more difficult to use than ever

Post by LordMortiferus »

eggmceye wrote: is it a named 'that item that can resemble any map tile ' ? it's a good hack and looks p sweet
Yeah it is a named item of a void maptile 0xe10043d..void. However, some maptiles have 3 digits and can not be used as items.
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

new vers (109) for Torsten who needs extended item codes to work properly, and other stuff for me
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Re: maped thread - now even more difficult to use than ever

Post by DUTCHMAN »

Is there a way to turn lava into blood...or is there a blood TILE. Right now I am using Lava and putting blood on top of it. I wonder if anyone came up with a tile for that.


Edit: more or less looking for a way to turn water and deep water red. I tried paintset put that wasnt really working. I need to know the way to CHANGE a color of a tile
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Re: maped thread - now even more difficult to use than ever

Post by eggmceye »

I could add one if you desperately wanted it ...
otherwise you can tint an item, if it's png gfx is perfect greyscale ... but can't tint land tiles without hacking them into items .. and a greyscale water doesn't exist anyway
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Re: maped thread - now even more difficult to use than ever

Post by DUTCHMAN »

My idea for the map im trying out is to have blood tiles. And maybe a "deep" blood tile like what water tiles have.

So yes, if you could that would be awesome LAUGHING OUT LOUD LIKE A MORON.
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