Mile Stones: Remove bounding box, replace graphic

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Mile Stones: Remove bounding box, replace graphic

Postby theTrav » Tue May 11, 2010 11:50 pm

BUMP!
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Re: Mile Stones: Remove bounding box, replace graphic

Postby Warshadow » Wed May 12, 2010 12:17 pm

sabinati wrote:well everyone knows a witch weighs less than a duck, so of course a witch would float. the problem is finding one before they get burned.


So are we gonna be able to build a huge scale to wiegh the difference between a witch and a duck just so we can make sure?

Back on topic though would love it if the milestones became a non colliding object because my cart just does not clear them everytime right now.
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Re: Mile Stones: Remove bounding box, replace graphic

Postby KoE » Mon May 17, 2010 3:18 am

A-bump. MIlestones need love.

Another 'variant' that'd help a whole helluva lot would be milestones in mines and caves. Even if it was just the current ones being made build-able there.
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Alternative Milestone implementation

Postby kasheglot » Tue May 18, 2010 2:50 pm

Hello everyone! Was building a milestoned road yesterday and so invented how to make it work with wagons and carts. The road was 9 tiles width, fence on both sides. Something like that:
FsssssssF (s - stone, F - fence)

Then I put milestones on both sides of the road:

FsMsssMsF

I do it every 25 tiles, but it really doesn't matter. The next step is to connect it in the right order:

............
FsssssssF
Fs5sss6sF
FsssssssF
...........
FsssssssF
Fs3sss4sF
FsssssssF
...........
FsssssssF
Fs1sss2sF
FsssssssF
..........

So you go a little bit horizontally, then diagonally, again horizontally and so on. That moves Vagon just fine, also doesn't really bothers if you go by your feet.

But! After making such a route, I thought of a brand new milestone implementation. Let's imagine you need to make a pair for each milestone and so the pathfinding area is right in the middle between this pair. So such pairs work like a virtual gates. This will handle almost all the troubles, as Vagons and carts will use this routes just perfect and (!) the water routes will be automatically implemented as you can place the milestone pair on both sides of the river and so the pathfinding area will be in the middle of the river.

Sorry for my English and also sorry for posting an idea as the very first post here. ;)
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Last edited by kasheglot on Tue May 18, 2010 6:26 pm, edited 3 times in total.
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Re: Alternative Milestone implementation

Postby Granger » Tue May 18, 2010 5:26 pm

kasheglot wrote:... I thought of a brand new milestone implementation. )


Excellent thinking!
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Mile Stones: Remove bounding box, replace graphic

Postby kasheglot » Tue May 18, 2010 6:37 pm

And I forgot to mention it's really easy to migrate from the current system as not-paired-milestone will work as it works now. Making a pair (brand new command) will add a milestone pair and move the pathfinding area. In that case you can also use single-milestones for sharp turns.
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Re: Mile Stones: Remove bounding box, replace graphic

Postby theTrav » Sat May 22, 2010 5:47 am

bump + edit
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Re: Mile Stones: Remove bounding box, replace graphic

Postby KoE » Sat May 29, 2010 8:06 pm

Bump. Especially for milestones in caves.
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Re: Mile Stones: Remove bounding box, replace graphic

Postby Coriander » Sat May 29, 2010 9:28 pm

Yes!
In caves please.
Stumbling around in the dark gets annoying. (mac user, cannot use Pacho's "see in the dark" client)
When the all cutting blade meets the uncuttable stone - at times, the blade is sharpened
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Re: Mile Stones: Remove bounding box, replace graphic

Postby sabinati » Sun May 30, 2010 12:02 am

the jnlp version of pacho's runs on mac just like autohaven
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