Vlad

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This is for very far future :) I think when we implement basic turn-based mode and vanilla UI is done, it should be easy to mod this via scripting. But...

I think in our current implementation, cases when resource may not exist are not handled at all. Something to look out for while we refactor Resource Manager #365 .

By the way, how exactly did you triggered this error?

Need to re-consider on this. Right now game objects are passed through stack using special type of VMStackValue and it works well.

Also need to correct TextArea positions.

Why is that? I've found this thread interesting: http://stackoverflow.com/questions/96196/when-are-c-macros-beneficial Basically here we just reduce code repetition. For instance, I don't need to repeat class name for each exported function reference...

I think we better do this sooner than later, because no scroll blocking is annoying. We can add temporary config variable to disable it.

@alexeevdv , @isage я так понимаю эта задача уже не актуальна? Вроде бы крыши полноценно работают в текущем билде.

This also applies to interacting with other critters. You can "use" things only when you are in the next tile to it, and "talk" when you are at some minimum...

This is how it works in original (obj_sight_blocking_at_ checks against SEE_THROUGH flags of objects, make_path_func_ tries to build path between tiles): `` int action_can_talk_to_(obj a1, obj a2) { if (...