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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
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Warshadow
- Posts: 21
- Joined: Tue Mar 30, 2010 8:52 pm
Re: Mile Stones: Remove bounding box, replace graphic
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?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.
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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KoE
- Posts: 536
- Joined: Fri Jun 12, 2009 5:01 am
Re: Mile Stones: Remove bounding box, replace graphic
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.
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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kasheglot
- Posts: 9
- Joined: Wed Apr 21, 2010 2:58 pm
- Location: Mirgorod
Alternative Milestone implementation
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.
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.
Ingame: RigeborodIII
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Alternative Milestone implementation
Excellent thinking!kasheglot wrote:... I thought of a brand new milestone implementation. )
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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kasheglot
- Posts: 9
- Joined: Wed Apr 21, 2010 2:58 pm
- Location: Mirgorod
Re: Mile Stones: Remove bounding box, replace graphic
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.
Ingame: RigeborodIII
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
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KoE
- Posts: 536
- Joined: Fri Jun 12, 2009 5:01 am
Re: Mile Stones: Remove bounding box, replace graphic
Bump. Especially for milestones in caves.
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Coriander
- Posts: 277
- Joined: Sat Jun 06, 2009 10:52 pm
- Location: minnesota
Re: Mile Stones: Remove bounding box, replace graphic
Yes!
In caves please.
Stumbling around in the dark gets annoying. (mac user, cannot use Pacho's "see in the dark" client)
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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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Mile Stones: Remove bounding box, replace graphic
the jnlp version of pacho's runs on mac just like autohaven