Whales / Cataclysm2

The sequel to the post-apocalyptic roguelike. Infinitely better.
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new house map #8

Closed trevmillion closed 10 years ago

trevmillion commented 10 years ago

Added one house franklin.map with 2 stories and a roof level. Added kitchen and bathroom items to terrain.dat

Whales commented 10 years ago

Also, there is a limitation in multi-level houses currently where there's no coordination between variable terrain on the first level and the second. So if the walls are either stone or wood on the first level, the second level will make that decision independently. In the map you just loaded, they won't match 50% of the time which is a little weird. The current solution is to define two different map subnames, one for wood and one for stone walls, and do a full level for each one. Cumbersome. For now I've gotten rid of your wood walls.

Whales commented 10 years ago

One other problem - you use the color "grey" in some of the new terrain. This does not exist in Cataclysm. Options are "ltgray" and "dkgray". I changed the places where you used "grey." I also added a warning to glyph::load_data_text() when it encounters a color name that it doesn't recognize. Finally, I mapped "grey" and "gray" to "ltgray" in color.cpp. Thanks again!

trevmillion commented 10 years ago

Got it - thanks for the clarifications. I hope to do more structures so I'll be sure to follow any guidelines you have for me.

On Sat, Feb 1, 2014 at 1:39 PM, Whales notifications@github.com wrote:

One other problem - you use the color "grey" in some of the new terrain. This does not exist in Cataclysm. Options are "ltgray" and "dkgray". I changed the places where you used "grey." I also added a warning to glyph::load_data_text() when it encounters a color name that it doesn't recognize. Finally, I mapped "grey" and "gray" to "ltgray" in color.cpp. Thanks again!

Reply to this email directly or view it on GitHubhttps://github.com/Whales/Cataclysm2/pull/8#issuecomment-33884202 .

trevmillion commented 10 years ago

Do you have any guidelines for how to lay the structures out in relation to the roads? I looked for comments in your .map files regarding this and didn't find anything. Will the road always run along the north edge of the map files?

On Sat, Feb 1, 2014 at 1:51 PM, Trevor Vanhemert < trevor@fernwoodwebdesign.com> wrote:

Got it - thanks for the clarifications. I hope to do more structures so I'll be sure to follow any guidelines you have for me.

On Sat, Feb 1, 2014 at 1:39 PM, Whales notifications@github.com wrote:

One other problem - you use the color "grey" in some of the new terrain. This does not exist in Cataclysm. Options are "ltgray" and "dkgray". I changed the places where you used "grey." I also added a warning to glyph::load_data_text() when it encounters a color name that it doesn't recognize. Finally, I mapped "grey" and "gray" to "ltgray" in color.cpp. Thanks again!

Reply to this email directly or view it on GitHubhttps://github.com/Whales/Cataclysm2/pull/8#issuecomment-33884202 .

Whales commented 10 years ago

When a map is generated, if the World_terrain entry has the face_road flag, it'll be rotated so that the north edge of the map faces the road. So, yes, the road always runs along the north edge of the map file. Currently, roads have five tiles of grass/dirt between the pavement and the next world tile. Good to remember when designing "front yards."