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 Build 18 discussion topic. 
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Joined: Sat Jun 30, 2007 4:39 am
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Post Re: Build 18 discussion topic.
I got a couple of odds and ends I can't figure out, but first:

Image
Kinda cool how you can tear up the terrain before the game begins.

However, I'm having some unusual problems concerning the sprites of my mods.

You can see my revolver, gatling gun, and tesla are screwed up. Selecting causes the game to crash without an error message.

Image

I keep comparing my original mod .inis with the new B18 .inis, but I can't find the problem.

I checked the sprites in an image editor program, they're fine.


Wed Aug 29, 2007 8:00 pm
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Post Re: Build 18 discussion topic.
Bullets aren't hard-coded... It's somewhere in there... *couch*pyro*cough*. xD


Wed Aug 29, 2007 8:01 pm
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Post Re: Build 18 discussion topic.
I imagine it has to do with the changes made to coloring and post-processing.


Wed Aug 29, 2007 8:02 pm
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Post Re: Build 18 discussion topic.
Well, I'm going to delete everything and reinstall.


Wed Aug 29, 2007 8:03 pm
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Post Re: Build 18 discussion topic.
I don't think that fixes it, because it didn't fix the problem with mine.

I'm actually more curious if people are having consistent problems with the sprites in particular mods. For me, specifically--the Tesla Cannon's sprite was broken.

Anyone either also have a broken Tesla Cannon sprite, or installed TC so that the sprite worked? I'm willing to be everyones copies of the TC sprite are broke.


Wed Aug 29, 2007 8:04 pm
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Post Re: Build 18 discussion topic.
I having the colour problems with the Tesla cannon


Wed Aug 29, 2007 8:05 pm
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DRL Developer
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Post Re: Build 18 discussion topic.
I'm guessing the trouble sprites are not saved as 8bit BMP's...


Wed Aug 29, 2007 8:09 pm
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Post Re: Build 18 discussion topic.
One question, Data. In later builds or the final game, will the glow still be differently coloured images or will it be coded (aka, choose custom colour)?


Wed Aug 29, 2007 8:16 pm
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Hopefully in the long run, that will be the case.

More from Data at the top of the hour!


Wed Aug 29, 2007 8:17 pm
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Post Re: Build 18 discussion topic.
Well, i noticed that some sprites are looking strange too :P. (The Pokeman mod that some penguin are making in this forum. The ! are looking strange there :P.)

And meanwhile Data is looking here anyway, how much is done on the AI :P?


Wed Aug 29, 2007 8:22 pm
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Post Re: Build 18 discussion topic.
Odd, my mod's sprites got transformed into 24-bpp .BMPs.

This is easy to fix though, lemme try it on a couple computers.

EDIT: OK, well, almost fixed it. This might take a little while.

EDIT2: Alright. Completely fixed the old tesla, anyone wanna test?


Last edited by Electroclan on Wed Aug 29, 2007 8:36 pm, edited 1 time in total.



Wed Aug 29, 2007 8:28 pm
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Post Re: Build 18 discussion topic.
Damn, same glitch occurs when I try to place Vash's clones. When buying them, it works fine, but... well, they have no torso and while looking right, their head dissapears into a mass of lines, as do their limbs.
I don't suppose there's an easy converter thing so I don't have to do each image manually?
Also, this might be something for the MRP to watch out for, because opening/saving as 256 color bmp in paint gets old fast.


Wed Aug 29, 2007 8:33 pm
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Post Re: Build 18 discussion topic.
Glow abuse ensues!
...actually... I think it looks kinda nice... :P
Image


Wed Aug 29, 2007 8:58 pm
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Post Re: Build 18 discussion topic.
You should be able to select pie menu commands faster, it takes too long to do things that could have been done much faster previously.

Edit: Also, muzzle flash on the M4 is messed up in the same way as the telsa cannon.
Editedit: What does Data mean by moving the Skirmish Defence definition to the last .rte that loads?


Last edited by COM(B)AT on Wed Aug 29, 2007 9:45 pm, edited 1 time in total.



Wed Aug 29, 2007 9:20 pm
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Post Re: Build 18 discussion topic.
Crap, merely converting destroys the colors, so there's the usual white box man dancing around.
HATRED!
Also, I noticed that dual-wielding works again.
I can't seem to get these gamemode starting funds changed to work.


Wed Aug 29, 2007 9:37 pm
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