Hee hee hee. So, aside from the little luminosity bug mentioned elsewhere, I've got stoves working pretty well. They function just as any other container, except they may be "lit", which kindles a fire inside them... the fire then follows the normal fire rules, including consuming any fuel in its location (the stove) and adjusting its own luminosity according to its current fuel level. I just made the stove take on the luminosity of the fire, and that was all it took.
I haven't yet made any restrictions on lifting items, readying items in paws, or throwing items based on weight, though, so it's possible to pick up a lit stove and throw it, which is pretty funny to see... especially when one is thrown onto the M.C. Escher testing river during the dark of night. :P
I'm probably going to end up using Shadowdarke's dynamic area lighting library... I glanced at it earlier and ran the demo. It actually looks pretty cool. I gather it uses areas on the fly to do what it does... so unless I'm missing something, I'm probably going to have to make the areas I use for elevation pass their elevation info onto the turfs at initialization and then delete themselves... and I'll have to tweak how I handle underground burrows a little... but nothing major. I was already planning on clearing out the elevation areas.
Anyway, that's it for now. :P If somebody's strong enough to throw a stove after I put in limits for such things, it'd probably do a fair amount of damage... though I think I'm going to make picking up and moving a lit stove simply be a matter of "um, no."
ID:29010
![]() Mar 31 2007, 9:40 pm
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![]() Mar 31 2007, 9:46 pm
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I feel sorry for the rodent that attemps to pick up a uhh.. hot oven. :\
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Nope, you don't have to worry... sd_DAL creates copies of the areas in all locations it affects, if I understand things correctly.
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The last few lines dashed my dreams for an Olympic Stove Throwing Gold Medal winning Badger all over the floor.
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Thanks to an update to the lighting library, your own custom areas are included in the system...
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Yep, I've got the library in now... I have to change the outside turf's luminosity manually (i.e., with luminosity = ) to make my sunrise/sunset thing not choke up the system. Ordinarily, that would screw up the dithering, but I also made the areas invisible because I found the dithering to be slightly annoying for a game that makes such heavy use of right clicking.
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Heh, that isn't a problem at all. Here's a few pointers.
First off, set the 'mouse_opacity' variable of all /area to 0. This will make the atom unclickable/draggable/whateverable, and won't show the atom name in the status bar. DAL creates a copy of each pre-existing /area for each shade of darkness, as Jtgibson mentioned. You shouldn't have to worry about the elevation variable, but it may hinder things if you wanted to change the area's variable or move turfs to new areas at runtime. DAL will look much better once it can make use of the new DMI format. The alpha channel will remove the need to dither. |