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Re: 1.4.1.7 features and bugs

Posted: Fri Oct 07, 2016 3:21 am
by wolph42
that gives me an idea for Dungeon Builder IV: local generated dungeon. Only create dungeon around the token upto its vision distance (which thus should be limited) and create and remove as the token moves. This would result in an ultimate random dungeon :D pretty screwy.

Re: 1.4.1.7 features and bugs

Posted: Fri Oct 07, 2016 3:34 pm
by aliasmask
So, unless I have a bunch of straight lines the vbl generator isn't the best option. I was pressed for time, so it was a lifesaver this time around (even with the time lag).

I know this would require some calculus, but it would be possible to find the center of an area and then draw 2 lines intersecting. The first line would be the longest diameter passing though the center and other would be perpendicular or the longest line within x degrees of the perpendicular. That would be a badass algorithm. Or perhaps just the longest 4 lines from the center in each quad.

Re: 1.4.1.7 features and bugs

Posted: Sat Oct 08, 2016 12:29 am
by JamzTheMan
aliasmask wrote:So, unless I have a bunch of straight lines the vbl generator isn't the best option. I was pressed for time, so it was a lifesaver this time around (even with the time lag).

I know this would require some calculus, but it would be possible to find the center of an area and then draw 2 lines intersecting. The first line would be the longest diameter passing though the center and other would be perpendicular or the longest line within x degrees of the perpendicular. That would be a badass algorithm. Or perhaps just the longest 4 lines from the center in each quad.
It depends. Like I said, it handled one map pretty good which was pretty complicated vbl. But of course, the straighter the lines the better. I can probably tweak the algorithm later but so far for objects its worked ok.

Re: 1.4.1.7 features and bugs

Posted: Tue Dec 20, 2016 8:22 pm
by aliasmask
FYI, I made a video for VBL Doors using this tool.

https://youtu.be/XNaWERrQbgk

I mentioned before the image was off from the VBL, but the VBL seems correct. Well, the VBL is off by 1 pixel in the up direction. The image alignment seems to have been corrected. This wouldn't be an issue in most cases, but for the doors drawn on the bottom edge it allows players to see through that 1 pixel.

Re: 1.4.1.7 features and bugs

Posted: Tue Dec 20, 2016 11:04 pm
by JamzTheMan
Well, most doors don't have a tight seal, right? It's so you can see the light leak through. W.A.D. :mrgreen:

We have a GM that always manually drew his VBL without snap-to-grid and never checked it, so we always got little peaks here and there, or he left a 1 or 2 pixel block somewhere that I called "Stripper Poles".

But ya, I'll take a look...

Re: 1.4.1.7 features and bugs

Posted: Wed Mar 08, 2017 11:13 pm
by bocotainin
Just checking but is there a headless server option in the build yet?

Re: 1.4.1.7 features and bugs

Posted: Thu Mar 09, 2017 5:31 pm
by JamzTheMan
nope.