Over a year of silence from tall, dark, and shadowy, but I am still alive and kicking.
I have finally updated BigAtom to correct a problem with it not reporting Bump() messages as it should have. Now BigAtom parts will call Bump() whenever they are blocked by a dense atom.
I'm not 100% certain that it will handle Bump() exactly the same as the default Move() system does, but to make up for that I have made the bumping system customizable through the new bigatom_BumpCheck() proc. The bigatom_BumpCheck(turf/T) proc will be called whenever a BigAtom part is blocked from moving into turf T. By default, bigatom_BumpCheck() will call Bump() for the turf if it is dense, or the first dense atom found within the turf.
I hope this helps everyone who has been experiencing problems with BigAtom Bump()ing.
Now if I can just finish Darke Dungeon. ~.~
ID:98499
Jul 12 2010, 9:45 am
|
|
So you were the one who dared to summon me from my slumber! *chuckles* Nice to see you're still around, Yota. Hopefully we can get together and play sometime soon. :)
|
*laughs* I don't even have a copy of Darke Dungeon update 5 anymore, or I'd post it and make you play it. ;p Back then I hadn't even considered that players might actually attack the NPC trainers (yeah, DD was VERY different then) and Foomer murdered them all. Good times!
And no, Nedrew's basement is not a nice place. Dan's really starting to smell. ~.~ It's nice to see a lot of old friends are still around. I'm glad to see you all. :) |
Welcome back! ...for however long it may be.