much better running in tunnels
Posted: Mon Mar 14, 2011 5:37 am
EDIT: new patch in reply below. It has slightly better running behavior, correctly handles interesting NPCs (which are the ones that can chat), and runs around known traps in tunnels if possible.
I attached a patch to make running in tunnels (via 'shift-direction') much more robust. I think I tested it thoroughly, but this is actually kind of tricky, so PLEASE, PLEASE, PLEASE try this out and let me know if you find anything odd.
Also, other actors no longer behave as terrain that block or control your movement. You will run right past or right through other characters. [EDIT: snip]
Below is a graphical summary of running behavior:
Please note that when a tunnel branches, the player stops before the branch. This is obviously for safety reasons (you don't want to be exposed, do you?). After stopping at a branch, a player may immediately run in any branch direction. This is for convenience. For example, this is why the following is allowed:
Is there any other behavior you want or don't want? Much of the behavior listed here is actually new, so, again, please let me know if you encounter anything weird with it (hopefully you won't).
I attached a patch to make running in tunnels (via 'shift-direction') much more robust. I think I tested it thoroughly, but this is actually kind of tricky, so PLEASE, PLEASE, PLEASE try this out and let me know if you find anything odd.
Also, other actors no longer behave as terrain that block or control your movement. You will run right past or right through other characters. [EDIT: snip]
Below is a graphical summary of running behavior:
Code: Select all
# = wall
. = floor (untraveled)
! = edge of map
@ = friendly NPC
o = run path
x = end of run path
|/-\ = starting position and direction
####
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Code: Select all
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