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				Tulimshar Town Wip One [TEST]
				Posted: 30 Dec 2013, 23:50
				by wushin
				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.
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 31 Dec 2013, 08:32
				by Fother
				Squee!
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 31 Dec 2013, 09:03
				by secretmogge
				Amazingly awesome!  
 
 
LOVE the castle!!! And all the new areas, buildings!!!
AWESOME work everyone who has worked on this!  

 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 31 Dec 2013, 11:38
				by secretmogge
				Found this at 068-2 24 24
Guess that's not how it is suppoused to be  

 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 31 Dec 2013, 14:39
				by semiRocket
				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)
 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 31 Dec 2013, 18:23
				by wushin
				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.
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 01 Jan 2014, 14:43
				by mas886
				I got an error on the same place as Secret Mogge
 
Another one. Impossible to walk under that bridge.

 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 01 Jan 2014, 16:10
				by wushin
				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.
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 01 Jan 2014, 18:58
				by straelyn
				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.
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 02 Jan 2014, 01:37
				by wushin
				straelyn wrote:could you put warp tiles there to warp them to the other side of the bridge? 
You know... Thats a very simple and brilliant fix without have to deal with the client or the server. 
Wushin throws strealyn a dance party! \o\ /o/ \o\ /o/ \o\ \o/
 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 02 Jan 2014, 05:20
				by o11c
				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.
			 
			
					
				Re: Tulimshar Town Wip One [TEST]
				Posted: 02 Jan 2014, 20:29
				by thusmark
				Loved the maps and the mobs! Thanks to all concerned!  
