Add extra names to signs to show whats being built

Thoughts on the further development of Haven & Hearth? Feel free to opine!
SuperNoob
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: Add extra names to signs to show whats being built

Post by SuperNoob »

there was a thread not too long ago with a similar discussion. in that discussion there was a suggestion to have construction zones marked off like a little rope fence...I think I like that idea better than "ghost" buildings.
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krikke93
Posts: 3313
Joined: Tue Nov 02, 2010 7:23 pm
Location: Belgium

Re: Add extra names to signs to show whats being built

Post by krikke93 »

SuperNoob wrote:...to have construction zones marked off like a little rope fence...
That sounds really nice. Why isn't this here yet? :)
Hope you have a great day
SuperNoob
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: Add extra names to signs to show whats being built

Post by SuperNoob »

krikke93 wrote:That sounds really nice. Why isn't this here yet? :)
to quote Jorb on anything hes ever agreed is nice "You know why we can't have this right?" :lol:
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Xcom
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Joined: Wed Dec 14, 2011 1:43 pm

Re: Add extra names to signs to show whats being built

Post by Xcom »

Although it would be nice to wait another 10 months for something convoluted to be added they could hotfix a simple detail and give the community the ability to at least do what needs to get done. If they give us the tools you could do anything from a shaded area, picket white fence, shaded objects, trolls standing in a line or a sink hole in the ground. Until then we just have to wait.

I doubt its impossible to implement. But I think neither jorb or loftar frequents this part of the forum let alone add stuff that there not interested in working on. I just wish they could take a few small suggestions that would take them less then 30 min to add. Unless it goes against there view of haven, but I dono how this would.
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Xcom
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Joined: Wed Dec 14, 2011 1:43 pm

Re: Add extra names to signs to show whats being built

Post by Xcom »

I had a more thorrow look through the message system. Apparently the byte data stores enough data to add everything in that one function. Damage dealt on players or animals is sent through that byte data. All JnL would have to do is to send the res ID of the object the sign is supposed to become as a damage value. Simply put, attach the ID of the object the sign will become as a damage value in the package sent to the client and the client would be able to extract the data from the byte message and give the hitbox size of the area the sign occupies.

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