Tulimshar Town Wip One [TEST]
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- wushin
- TMW Adviser
- Posts: 1759
- Joined: 18 Dec 2012, 05:56
- Location: RiverBest, Brew City, Merica
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Tulimshar Town Wip One [TEST]
Currently on testing is new art for Tulimshar and some new areas and a few new mobs.
Noble area
Castle
Beach Cliffs
Something with pirates on 004-1+
Changed Npcs to have new shop areas
expanded some areas (Check Wizard's Rest)
did some work in the Workshop
and much much more
Still a WIP but looking for input.
Noble area
Castle
Beach Cliffs
Something with pirates on 004-1+
Changed Npcs to have new shop areas
expanded some areas (Check Wizard's Rest)
did some work in the Workshop
and much much more
Still a WIP but looking for input.
The secret to getting all the important stuff done is doing nothing.
- secretmogge
- Novice
- Posts: 82
- Joined: 27 Nov 2011, 00:35
Re: Tulimshar Town Wip One [TEST]
Amazingly awesome!
LOVE the castle!!! And all the new areas, buildings!!!
AWESOME work everyone who has worked on this!
LOVE the castle!!! And all the new areas, buildings!!!
AWESOME work everyone who has worked on this!
- secretmogge
- Novice
- Posts: 82
- Joined: 27 Nov 2011, 00:35
Re: Tulimshar Town Wip One [TEST]
Found this at 068-2 24 24
Guess that's not how it is suppoused to be
Guess that's not how it is suppoused to be
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- Newly Registered User
- Posts: 4
- Joined: 13 Jul 2013, 22:23
Re: Tulimshar Town Wip One [TEST]
Some initial
- There is no way to pass Hassan if explanation path is chossen - Hassan won't let pass even if scorpion gets killed
- Exiting Tanisha building warps in some weird locations (and also some other buildings in that location)
- wushin
- TMW Adviser
- Posts: 1759
- Joined: 18 Dec 2012, 05:56
- Location: RiverBest, Brew City, Merica
- Contact:
Re: Tulimshar Town Wip One [TEST]
Thanks for the test folks. I had to take it down to push through some holiday changes, I'm going to patch and repush the content again soon. Thanks for the encouragement.
The secret to getting all the important stuff done is doing nothing.
Re: Tulimshar Town Wip One [TEST]
I got an error on the same place as Secret Mogge
Another one. Impossible to walk under that bridge.
Another one. Impossible to walk under that bridge.
- wushin
- TMW Adviser
- Posts: 1759
- Joined: 18 Dec 2012, 05:56
- Location: RiverBest, Brew City, Merica
- Contact:
Re: Tulimshar Town Wip One [TEST]
I fixed the wall, but the bridge problem isn't me, thats a limitation on the client. We can only go one-way on a bridge, over or under.
The secret to getting all the important stuff done is doing nothing.
Re: Tulimshar Town Wip One [TEST]
could you put warp tiles there to warp them to the other side of the bridge? The only other thing I could think of is to:
a) have multiple collision layers (I dont think the mechanics of that would work though, as-is)
b) (code-wise) invent some kind of special tile that's immune to collision; a passthrough tile or something.
a) have multiple collision layers (I dont think the mechanics of that would work though, as-is)
b) (code-wise) invent some kind of special tile that's immune to collision; a passthrough tile or something.
end of line.
- wushin
- TMW Adviser
- Posts: 1759
- Joined: 18 Dec 2012, 05:56
- Location: RiverBest, Brew City, Merica
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Re: Tulimshar Town Wip One [TEST]
You know... Thats a very simple and brilliant fix without have to deal with the client or the server.straelyn wrote:could you put warp tiles there to warp them to the other side of the bridge?
Wushin throws strealyn a dance party! \o\ /o/ \o\ /o/ \o\ \o/
The secret to getting all the important stuff done is doing nothing.
Re: Tulimshar Town Wip One [TEST]
That will that break pathfinding, though. Writing a teleport-aware pathfinder is *hard*. (well, not really. Writing an *efficient* teleport-aware pathfinder is).
Better just have the bridge be the map boundary.
Better just have the bridge be the map boundary.
Former programmer for the TMWA server.
Re: Tulimshar Town Wip One [TEST]
Loved the maps and the mobs! Thanks to all concerned!