Questions for DarkGod (or others)
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Re: Questions for DarkGod (or others)
Managed to get it working as I wanted by changing the .frag to:
float grey = gl_FragColor.r*0+gl_FragColor.g*0.5+gl_FragColor.b*0.5;
This means the red doesn't get desaturated at all, whilst the other colours get completely muted. Combined with a blur shader it looks awesome :D Thanks, DarkGod!
float grey = gl_FragColor.r*0+gl_FragColor.g*0.5+gl_FragColor.b*0.5;
This means the red doesn't get desaturated at all, whilst the other colours get completely muted. Combined with a blur shader it looks awesome :D Thanks, DarkGod!
Re: Questions for DarkGod (or others)
Screenshot! 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Halfling
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Re: Questions for DarkGod (or others)
Whoa, DG,
Did we just get a sneak-peek screen shot of beta38?
Whatever it was, I LIKE IT!
~Robin
Did we just get a sneak-peek screen shot of beta38?
Whatever it was, I LIKE IT!

~Robin
Re: Questions for DarkGod (or others)
Hmm, well, I've only got it going in Run from the Shadow, so it doesn't look all that impressive. Imagine a future game with lots of blood splatter and this effect though ;)darkgod wrote:Screenshot! :)
- Attachments
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- shadow-colour.png (29.5 KiB) Viewed 5654 times
Re: Questions for DarkGod (or others)
BLOOD! BLOOD FOR THE BLOOD GOD!
Is it possible to blur locally? It'd be cool if distance objects were very blurry, but those close-up were in sharp relief (especially if the effect scaled with "rage," which I'm guessing is the intent).
Is it possible to blur locally? It'd be cool if distance objects were very blurry, but those close-up were in sharp relief (especially if the effect scaled with "rage," which I'm guessing is the intent).
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Questions for DarkGod (or others)
Possible yes, veyr much harder, yes too
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Questions for DarkGod (or others)
Is it possible to delay an ability, meaning you cast it, and sometime later, it activates?
Re: Questions for DarkGod (or others)
I think someone was actually looking into that a while back. A simple method could use timed effects and activate when the timer runs out, while a more sophisticated approach could rewrite the talents code to handle a fourth talent type (in addition to activated, sustained, and passive). What's trickier is deciding how you want the talent to function - can the player cancel it? can the player choose to activate it any time after it is charged, or does it have to be used on that turn? do enemy attacks (stun-style effects) interrupt "casting"? Another method - turn it into a spiked sustained talent effect, but give it a timer that must count down before the talent will do anything after being spiked.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Questions for DarkGod (or others)
you could also use timed effects to do this. If people want I can make a few example talents for this
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: Questions for DarkGod (or others)
Rod of Recall or Angolwen Teleport from ToME4 are the obvious examples of delayed action spells.
Re: Questions for DarkGod (or others)
Some more Qs, if anyone can help:
1. Can I change the colour of the main character mid-game? It doesn't seem so, strangely... I can set the initial values, but further attempts to change it fail.
2. How to make enemies invisible to the player (so no targeting square) except under certain conditions?
3. How to measure the distance between two actors? I could write a little Pythagorean script, but I'm guessing there's something in the engine already?
4. How do I turn on the T-Engine wall-sliding feature?
5. For tiger eye: How do I turn on the hex mode? I'm sure you've told me before, but I forget now...
1. Can I change the colour of the main character mid-game? It doesn't seem so, strangely... I can set the initial values, but further attempts to change it fail.
2. How to make enemies invisible to the player (so no targeting square) except under certain conditions?
3. How to measure the distance between two actors? I could write a little Pythagorean script, but I'm guessing there's something in the engine already?
4. How do I turn on the T-Engine wall-sliding feature?
5. For tiger eye: How do I turn on the hex mode? I'm sure you've told me before, but I forget now...
Re: Questions for DarkGod (or others)
You can, but need to force the C code to update its "mo" (short for map object I believe). I dug up some code that I used way back in beta18 for Viral Resistance in ASCII mode. Add this to your Player class' "act" function (and tweak the actual RGB values of course):Grey wrote: 1. Can I change the colour of the main character mid-game? It doesn't seem so, strangely... I can set the initial values, but further attempts to change it fail.
Code: Select all
self.color_r = 50
self.color_g = 50
self.color_b = 50
if self._mo then
self._mo:invalidate()
game.level.map:updateMap(self.x, self.y)
end
It is a bit late, but I think that all you need to do is tweak the "canSee" function on your Player class. If this returns false then you should not be able to see the NPC.2. How to make enemies invisible to the player (so no targeting square) except under certain conditions?
The "core.fov.dist" function is what you are looking for.3. How to measure the distance between two actors? I could write a little Pythagorean script, but I'm guessing there's something in the engine already?
Put the following code in your "load.lua":5. For tiger eye: How do I turn on the hex mode? I'm sure you've told me before, but I forget now...
Code: Select all
core.fov.set_algorithm("hex")
<DarkGod> lets say it's intended
Re: Questions for DarkGod (or others)
Put the following in your load.lua (or wherever):Grey wrote:4. How do I turn on the T-Engine wall-sliding feature?
Code: Select all
config.settings.player_slide = true
darkgod wrote:OMFG tiger eye you are my hero!
Re: Questions for DarkGod (or others)
Cool, got all that working easily. Now, how about that smooth shading stuff that looked good with the hex mode?
Edit: Hrm, and for some reason it now takes quite a while to load the module...
Edit: Hrm, and for some reason it now takes quite a while to load the module...
Re: Questions for DarkGod (or others)
I think that is from "map._map:drawSeensTexture". See the "displayMap" function in tome's "Game.lua" (line 1000).Grey wrote:Cool, got all that working easily. Now, how about that smooth shading stuff that looked good with the hex mode?
darkgod wrote:OMFG tiger eye you are my hero!