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Dungeon Craft => Dungeon Craft - FAQs & Knowledge => Topic started by: Milos Gulan on October 31, 2012, 10:10:27 AM

Title: Questions about DC
Post by: Milos Gulan on October 31, 2012, 10:10:27 AM
I am trying to learn to make good designs and I will start with some questions about things I don't know hoping it will save me time, as I am now busy but probably will work and try to make something and learn at the same time.

Now first question of probably more to come: I wanted to make some sprites for my game design, what would be the easiest and best way to do it and what are the tools I could use.

I was thinking about drawing some humanoids on blank paper, then taking a photo of those pics and colour them. I hoped to make a nice profiles that later I could resize and use as a sprites also. I guess that would be something like art I saw in Friedrich Quest and Revenge, but now I don't have time to look at tutorials which I should probably do and that is I guess my next stap to take.
 
Title: Re: Questions about DC
Post by: Uatu on October 31, 2012, 10:27:16 PM
Where is Dinonykos when you need him?  :D

I think he does draw by hand, scan, and then color on a computer...  but for more specifics, you will have to ask him... ;)

One way I have used in the past (to make cartoon-like pictures) was as follows:
1. Draw picture on paper (pencil or ink)
2. Scan picture
3. Adjust contrast so it is black and white (no gray)
4. Clean up picture (get rid of stray pixels, smooth out lines, etc.)
5. Color in MS Paint (or whatever)
Title: Re: Questions about DC
Post by: Milos Gulan on November 01, 2012, 04:09:26 AM
Cool, thanks, I know how to do it except last part, I have read briefly tutorial on Your webpage and it seems complicated, though I am willing to try and I might have more questions later for now I am thinking of my custom monsters :) then will probably try working more on art and adventure and tutorials for it :D

Btw I am installing Daz Studio I might trying making some models of my own too then rendering.
Title: Re: Questions about DC
Post by: Dinonykos on November 01, 2012, 06:26:11 AM
Where is Dinonykos when you need him?  :D
In his bed, ill, in this case...  ::)

I think he does draw by hand, scan, and then color on a computer...  but for more specifics, you will have to ask him... ;)

One way I have used in the past (to make cartoon-like pictures) was as follows:
1. Draw picture on paper (pencil or ink)
2. Scan picture
3. Adjust contrast so it is black and white (no gray)
4. Clean up picture (get rid of stray pixels, smooth out lines, etc.)
5. Color in MS Paint (or whatever)

Yep, that is more or less the same I do. I use the shading tool or the spray tool afterwards for light effetcs. Here is an example (http://ua.reonis.com/index.php?topic=194.15).

I have also experimented with taking fotographs of models/figures lately, which also leads to nice results.
Title: Re: Questions about DC
Post by: Uatu on November 02, 2012, 02:31:12 AM
Doh!  Hope you feel better soon, Dinonykos :D

My tutorials on my site (they are still up?) are a bit different, as I usually just draw directly with my mouse...  But in any case, I think the most variation can be had in step #5...

Photoshop: A long time ago, I used to use Photoshop - in that case, you can do some interesting things, such as make your drawing transparent, and then color in a different frame underneath, so it is like coloring, without worrying about messing up your drawing.  You can then use smudging tools, spray tools, etc., and then erase any stuff "outside the lines" later on.

Paintbrush + Alpha: Another trick for more poor folks (well, Gimp is free, but) is to simply color a huge picture in Paint first, and then shrink it down with another software (or just even take a screenshot of Windows image previews) so that your pixelly product will magically transform into a dithered picture (that you can use for your small pics, etc.).

I of course like it pixelly, so I prefer not to do the above anymore, but some people like the effect!  (I like Scale2x and RotSprite instead for manipulating sprites.)

I will put up some "anime-style" pictures I did soon (I had them on my old site) as a comparison - but these I drew with a mouse to begin with as well.
Title: Re: Questions about DC
Post by: Milos Gulan on November 02, 2012, 04:42:03 AM
Aersome, thanks a lot for any additional info. Btw now I am thinking of doing some combat icons. I though just using one of already done and pasting my resized pics over it. I hope that will not be a problem I might ask some questions though, for example how to center those figures as I was thinking just to do it by heart I mean as I see them centered.
Title: Re: Questions about DC
Post by: Dinonykos on November 02, 2012, 04:50:25 AM
Hero machine is also an interesting option for creating sprites/portraits (and even icons), several people in the forum have experimented with it:

http://ua.reonis.com/index.php?topic=1878.msg25275#msg25275
http://ua.reonis.com/index.php?topic=1134.msg11950#msg11950
http://ua.reonis.com/index.php?topic=1561.msg22141#msg22141

It's ideal if you like comic-book-like characters.
Title: Re: Questions about DC
Post by: Milos Gulan on November 02, 2012, 04:20:05 PM
True :) I have seen it already.
Title: Re: Questions about DC
Post by: Uatu on November 02, 2012, 09:49:14 PM
Combat icons I follow a different procedure:

1. Draw filled shapes (like shadows) of what you are drawing first.
2. Make sure it animates OK.
3. Color.
4. Shade.
5. Add shadow.

Centering is part of step #1, but you can adjust at the end, too.
Title: Re: Questions about DC
Post by: Milos Gulan on November 03, 2012, 03:33:10 AM
Thanks for that :) I was wondering what was the best way to do it and I guess that is what should be done :D
Title: Re: Questions about DC
Post by: manikus on November 03, 2012, 03:22:14 PM
When doing pixel art icons, I follow the same workflow as Uatu. :D But when doing 3D, it's completely different - you can test everything in Poser (for example). It's optional to render the shadows on the ground or to draw them in. With 3D, it's all about cleaning things up after the renders have been shrunk down to the appropriate size. :)
Title: Re: Questions about DC
Post by: Milos Gulan on November 03, 2012, 03:35:45 PM
Right :) I have experienced it :) and I hope I will get better.
Title: Re: Questions about DC
Post by: manikus on November 03, 2012, 06:04:51 PM
It's all about practicing to find the workflow that works best for you and that creates the best looking result - a lot trial and error. :D
Title: Re: Questions about DC
Post by: Milos Gulan on November 04, 2012, 04:45:03 AM
It is, but I think it is worthy of trying as much can be done :) For now I think I will be able to do nice things depending of my free time, but most important is that I can do nice things in quick time when I need them :D.
Title: Re: Questions about DC
Post by: Milos Gulan on November 14, 2012, 03:05:51 PM
I want to connect 2 maps and I am not sure how to do it, they are town maps that I inserted as wilderness maps. I thought of connecting them with zones that should be able to teleport but they can't be used for teleporting so now it lefts me with putting teleporting event at the edges that will transport to the other side, meaning I have to add opposite place to teleport, which will probably to take a while.

My question is how is the best and easiest way to do it :)
Title: Re: Questions about DC
Post by: nologgie on November 14, 2012, 03:16:45 PM
Zone step events can do the job if you add a little scripting.  It is a bit complicated to explain, and I'm heading out for the evening, but I'll post the details when I get them into the proper shape.  Which includes building and testing them first, of course.
Title: Re: Questions about DC
Post by: Milos Gulan on November 14, 2012, 04:45:13 PM
Thank You, Thank You and Thank You ;)  hope it can be done and I am willing to wait as long as it takes :)
Title: Re: Questions about DC
Post by: steve_mcdee on November 14, 2012, 08:30:26 PM
I want to connect 2 maps and I am not sure how to do it, they are town maps that I inserted as wilderness maps. I thought of connecting them with zones that should be able to teleport but they can't be used for teleporting so now it lefts me with putting teleporting event at the edges that will transport to the other side, meaning I have to add opposite place to teleport, which will probably to take a while.

My question is how is the best and easiest way to do it :)

I have done it a few times, using the somewhat cumbersome method you have suggested - multiple teleporters. I have used this technique to link two overland maps. While cumbersome, it is foolproof, and you only have to do it all once ... and don't forget that in DC you can copy and paste events, which means you only have to pop in and change the X,Y teleport destination.
Title: Re: Questions about DC
Post by: Nol Drek on November 15, 2012, 01:14:53 AM
I want to connect 2 maps and I am not sure how to do it, they are town maps that I inserted as wilderness maps. I thought of connecting them with zones that should be able to teleport but they can't be used for teleporting so now it lefts me with putting teleporting event at the edges that will transport to the other side, meaning I have to add opposite place to teleport, which will probably to take a while.

My question is how is the best and easiest way to do it :)

The easiest way is to place a "Transfer Module" Event in every square along the edges of both maps. It is easy, but time consuming. This is a common enough thing for designers to want to do that it warrants a feature request.

*** Feature Request ***

Allow a Teleport Data dialog to take, in addition to Entry Points, Absolute (x,y) coordinates, and the party's current coordinates, a literal string used in place of Absolute (x,y) coordinates.

Something like:

Absolute X,Y: 5,7 means what it has always meant
Absolute X,Y: $X,7 means transfer to current party X, 7
Absolute X,Y: 5, $Y means transfer to 5, current party Y
Absolute X,Y: $X, $Y means transfer to current party X,Y

*** Justification ***

It would make connecting two maps edge to edge a simple zone event problem - no scripting required.

*** Commentary ***

Why do we still have the ability to select an Event Type of "Stairs", "Teleport", and "Transfer Module", even though all "Stairs" and "Teleport" Events are automatically and immediately changed into "Transfer Module" Events at the moment of their attempted creation?

Is it nostalgia for redundant functions?
Title: Re: Questions about DC
Post by: steve_mcdee on November 15, 2012, 01:43:03 AM
*** Commentary ***

Why do we still have the ability to select an Event Type of "Stairs", "Teleport", and "Transfer Module", even though all "Stairs" and "Teleport" Events are automatically and immediately changed into "Transfer Module" Events at the moment of their attempted creation?

Is it nostalgia for redundant functions?
I'm sure it is to help make the DC editor more user-friendly for people who are used to using FRUA (and, as recent discussion has shown, there is demand for more of that). I have no problem with it at all.
Title: Re: Questions about DC
Post by: Milos Gulan on November 15, 2012, 02:36:27 AM
I hope this can be done by zones and scripting, becuase I have 11 map parts of a city and they are all 95x95 sqaures so that would mean a lot work to do for teleporting :) If I could avoid that I would prefer to :)
Title: Re: Questions about DC
Post by: nologgie on November 15, 2012, 03:06:27 AM
*** Commentary ***

Why do we still have the ability to select an Event Type of "Stairs", "Teleport", and "Transfer Module", even though all "Stairs" and "Teleport" Events are automatically and immediately changed into "Transfer Module" Events at the moment of their attempted creation?

Is it nostalgia for redundant functions?

Nope.  It's so we can import FRUA designs that use the others.
Title: Re: Questions about DC
Post by: SilentThief on November 15, 2012, 03:39:39 PM
I hope this can be done by zones and scripting, becuase I have 11 map parts of a city and they are all 95x95 squares so that would mean a lot work to do for teleporting :) If I could avoid that I would prefer to :)

This might require a LOT of work, if you don't set it up right. I'm assuming that you want to teleport between one map to another and maintain the matching coordinates. My recommendation on how to do this is like this map attachment. The easier way is to not allow ALL 95 steps on the border to be open and accessible. Then you use the alleys/passages as teleporting areas and not ALL of the entire side of the map. This makes it so you do not have to have 95 separate teleport events to move from one to another map. You may still need a bunch, but not as many as you would have without limiting the passages

ST
Title: Re: Questions about DC
Post by: Milos Gulan on November 15, 2012, 05:16:10 PM
Right thanks for advice :) I could do that but I was thinking to allow total freedom of movement around the map except on the houses squares. If teleporting could be done by zones I would prefer that so if Nologgie can acomplish that I would be happy if not nm I will do it like that :) so I am waiting for him now and his answer. :)
Title: Re: Questions about DC
Post by: Nol Drek on November 15, 2012, 10:38:06 PM
Nope.  It's so we can import FRUA designs that use the others.

That explains it.

I wonder if we really need those event types to be available in the editor, because they are confusing to have if they don't exist.

In FRUA, there are 3 event types that change party location:

 #   Event Type
--   ---------------
 5   Stairs
11   Transfer Module
34   Teleporter


If you use the "Import FRUA..." procedure, will you have a DC design with event types 5 and 34, or do all 5's and 34's become 11's?
Title: Re: Questions about DC
Post by: nologgie on November 15, 2012, 11:30:47 PM
If you use the "Import FRUA..." procedure, will you have a DC design with event types 5 and 34, or do all 5's and 34's become 11's?

I don't know.  I'm told Paul and Cocoaspud have been conferring about importing FRUA designs, and this might change by the time they're done.
Title: Re: Questions about DC
Post by: nologgie on November 15, 2012, 11:42:37 PM
I'm sorry this is taking so long, but I've been busy with real-life things.

This is a working copy of the tutorial I'm writing.  I still have to update it to add wilderness transfers.  I'll also change it based upon comments and critiques, so it should be in good form when posted as an 'official' tutorial.
------------------------------------------------------------------

This tutorial is more about mechanics than appearance.  When building a map it is often best to leave space outside the transfer zone so the player can see the destination area before entering it.  In 3D mode the player can see walls 3 squares distant, so having that much buffer space with walls that match those of the destination should make the transfer appear seamless.

I didn't put that much design work into the demonstration mini mod, but I would have if it were real game.

  Zone Transfer Module Event

$SET_PARTY_XY can transfer the party anywhere on a level, but it doesn't work between levels.  A 'dedicated' Transfer Module is needed to transfer between levels.  I prefer placing the zone Transfer Module at map coordinates x0, y0, but you may put it wherever you like.

The listed settings are necessary for the scripted transfer to work properly.
The settings not mentioned are left to the designer's preference.

  First window:
    -  Party attempts entry (So the Transfer Module location is not seen.)
  Teleport Destination:
    -  Dest Level:  1
    -  X:  0
    -  Y:  0
    -  Entry Point:  Script
    -  Facing:  Unchanged
Event Trigger:  Execute GPDL function

GPDL Event Trigger script:

Code: [Select]
$IF ($GET_PARTY_ASL("go"))
  {
   $SET_PARTY_ASL("go","");
   $RETURN 1;
  };

Note:  I used the "go" ASL to prevent the Transfer Module from triggering if the party was not sent there by a $SET_PARTY_XY command.  The "go" ASL is set when the party is sent, and is removed before the Transfer Module executes.  This prevents the requirement to place the zone Transfer Module in an inaccessible location.

  Zone GPDL Event Trigger Scripts

I started with a single script set, but decided to go with different sets for wilderness and dungeon maps.  Dungeon maps use facing direction in the $IF statements, which I find a bit more forgiving than using specific coordinates.

Both methods use only one zone for map transfers, and one 'line' of step events.  There are only 16 zones and 8 step events, and I thought it best to conserve them.

__Dungeon Map Transfer Scripts___________________

  Zone (Step) Events

The event used will not fire, so the type of event used is not important.  Simplest is best.  In this example I used 4 maps with a layout of :

   1   2

   3   4

The transfers create a torus pattern, so exiting map 1 to the north will take you to the south of map 3, and exiting to the west will take you to the east of map 2.  I know this is not a standard pattern for dungeons or cities, but it shows the transfer scripts for each direction.

The maps are 10 x 13, and the x,y numbering starts with 0.  The destination is set to 1 square past the transfer zone of the next map in the direction traveled.  The '//' comments in the scripts are only there to explain what the script is doing, and need not be updated or retained.

You may delete sections of the script for directions with no transfer, but it isn't necessary.  If there is no transfer to the north, you could delete:
Code: [Select]
// Going North to /3/x/11
$IF (face == 0)
  {$SET_PARTY_ASL("spot","/3/" + x + "/11");};

The format of Party ASL "spot" is "/Level/x/y".  It is read as the script that sets the transfer destination.

GPDL script for level 1 transfer step event:

Code: [Select]
$VAR loc;
$VAR face;
$VAR x;
$VAR y;
loc = $GET_PARTY_LOCATION();
face = $GET_PARTY_FACING(); //N=0, E=1, S=2, W=3
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going North to /3/x/11
$IF (face == 0)
  {$SET_PARTY_ASL("spot","/3/" + x + "/11");};
// Going East to /2/1/y
$IF (face == 1)
  {$SET_PARTY_ASL("spot","/2/1/" + y);};
// Going South to /3/x/1
$IF (face == 2)
  {$SET_PARTY_ASL("spot","/3/" + x + "/1");};
// Going West to /2/8/y
$IF (face == 3)
  {$SET_PARTY_ASL("spot","/2/8/" + y);};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 2 transfer step event:

Code: [Select]
$VAR loc;
$VAR face;
$VAR x;
$VAR y;
loc = $GET_PARTY_LOCATION();
face = $GET_PARTY_FACING(); //N=0, E=1, S=2, W=3
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going North to /4/x/11
$IF (face == 0)
  {$SET_PARTY_ASL("spot","/4/" + x + "/11");};
// Going East to /1/1/y
$IF (face == 1)
  {$SET_PARTY_ASL("spot","/1/1/" + y);};
// Going South to /4/x/1
$IF (face == 2)
  {$SET_PARTY_ASL("spot","/4/" + x + "/1");};
// Going West to /1/8/y
$IF (face == 3)
  {$SET_PARTY_ASL("spot","/1/8/" + y);};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 3 transfer step event:

Code: [Select]
$VAR loc;
$VAR face;
$VAR x;
$VAR y;
loc = $GET_PARTY_LOCATION();
face = $GET_PARTY_FACING(); //N=0, E=1, S=2, W=3
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going North to /1/x/11
$IF (face == 0)
  {$SET_PARTY_ASL("spot","/1/" + x + "/11");};
// Going East to /4/1/y
$IF (face == 1)
  {$SET_PARTY_ASL("spot","/4/1/" + y);};
// Going South to /1/x/1
$IF (face == 2)
  {$SET_PARTY_ASL("spot","/1/" + x + "/1");};
// Going West to /4/8/y
$IF (face == 3)
  {$SET_PARTY_ASL("spot","/4/8/" + y);};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 4 transfer step event:

Code: [Select]
$VAR loc;
$VAR face;
$VAR x;
$VAR y;
loc = $GET_PARTY_LOCATION();
face = $GET_PARTY_FACING(); //N=0, E=1, S=2, W=3
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going North to /2/x/11
$IF (face == 0)
  {$SET_PARTY_ASL("spot","/2/" + x + "/11");};
// Going East to /3/1/y
$IF (face == 1)
  {$SET_PARTY_ASL("spot","/3/1/" + y);};
// Going South to /2/x/1
$IF (face == 2)
  {$SET_PARTY_ASL("spot","/2/" + x + "/1");};
// Going West to /3/8/y
$IF (face == 3)
  {$SET_PARTY_ASL("spot","/3/8/" + y);};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);


__Dungeon Map Transfer Scripts___________________

  Zone (Step) Events

In this example I used 4 maps with a layout of :

   10   11

   12   13

The transfers are only between adjacent maps in cardinal directions.  The maps are 19 x 19, and as usual the x,y numbering starts with 0.  The destination is set to 1 square past the transfer zone of the next map in the direction traveled.  Facing direction does not change on the overland map, so the $IF statements use x or y coordinate values.  It is possible to move diagonally and satisfy both $IFs at once.  If this occurs, the $IF that runs last will set the transfer.

GPDL script for level 10 transfer step event:

Code: [Select]
$VAR x;
$VAR y;
$VAR loc;
loc = $GET_PARTY_LOCATION();
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going East to /11/1/y
$IF (x == 18)
  {$SET_PARTY_ASL("spot","/11/1/" + y);};
// Going South to /12/x/1
$IF (y == 18)
  {$SET_PARTY_ASL("spot","/12/"+ x +"/1");};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 11 transfer step event:

Code: [Select]
$VAR x;
$VAR y;
$VAR loc;
loc = $GET_PARTY_LOCATION();
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going West to /10/17/y
$IF (x == 0)
  {$SET_PARTY_ASL("spot","/10/17/" + y);};
// Going South to /13/x/1
$IF (y == 18)
  {$SET_PARTY_ASL("spot","/13/"+ x +"/1");};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 12 transfer step event:

Code: [Select]
$VAR x;
$VAR y;
$VAR loc;
loc = $GET_PARTY_LOCATION();
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going East to /13/1/y
$IF (x == 18)
  {$SET_PARTY_ASL("spot","/13/1/" + y);};
// Going North to /10/x/17
$IF (y == 0)
  {$SET_PARTY_ASL("spot","/10/"+ x +"/17");};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);

GPDL script for level 13 transfer step event:

Code: [Select]
$VAR x;
$VAR y;
$VAR loc;
loc = $GET_PARTY_LOCATION();
x = $DelimitedStringSubstring(loc,1);
y = $DelimitedStringSubstring(loc,2);
// Going West to /12/17/y
$IF (x == 0)
  {$SET_PARTY_ASL("spot","/12/17/" + y);};
// Going North to /11/x/17
$IF (y == 0)
  {$SET_PARTY_ASL("spot","/11/"+ x +"/17");};
$SET_PARTY_ASL("go","1");
$SET_PARTY_XY(0,0);


See the attached mini mod for a demonstration.

To use the mini mod:
1.  Copy (do not move) TemplateDesign.dsn from your editor folder to your working folder and rename it to Test.dsn, or whatever else you deem appropriate.
2.  Extract the mini mod to your working folder.
3.  Copy and replace the Data, Resources, and Saves folders from the mini mod to your Test.dsn folder (from step 1).
4.  In the Test.dsn folder, start UAFWin and press CTRL+P to run the playfile.

Edits:
Added overland maps and transfers
Revised scripts to use x & y variables
Updated mini mod
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 03:28:03 AM
Wow thaanks :) that looks good and in time, and it is wonderful only if it I could make it work in my design too. I have read it trough and I understand what need to be done but don't know how to really do it and import those GPDL scripts into my design. I hope with little help I might do it so here is my design (http://223.lx10.net/VND.dsn.rar) and those levels are around 20-30 (11 maps of town). Sorry btw for trouble I started town then though it might be cool to actualy walk the streets of it then resized maps to be bigger and got 11 nice maps :) so now only to link them and it might be nice :D
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 04:19:04 AM
One more thing I made cat NPC but instead of being human I want to change it race into animal. How can I do that?
Title: Re: Questions about DC
Post by: nologgie on November 16, 2012, 06:13:02 AM
Wow thaanks :) that looks good and in time, and it is wonderful only if it I could make it work in my design too. I have read it trough and I understand what need to be done but don't know how to really do it and import those GPDL scripts into my design. I hope with little help I might do it so here is my design (http://223.lx10.net/VND.dsn.rar) and those levels are around 20-30 (11 maps of town). Sorry btw for trouble I started town then though it might be cool to actualy walk the streets of it then resized maps to be bigger and got 11 nice maps :) so now only to link them and it might be nice :D

For starters, download the mini mod and have a look at how it's done.  The scripts can be viewed or edited by opening the event in the event editor (http://manikus.reonis.com/Help/EditorsInAction-EventEditor.html) and clicking on the "GPDL Script" button on the lower right side.  The Transfer Module is at 0,0, and the step event script is found under "Step Events/ Step Event 1".  I used a Chain event.

In order for a step event to be active you must highlight the event and click on the "Step Events" button.  This will allow you to set "event Happens every | # | steps" (set it to 1), and select the zone(s) where it happens.

If a tutorial doesn't enable a reader to perform the task described it isn't fulfilling its purpose.  I'll update this one as needed, and if I can't talk you through it I'll do a few in your design as specific examples.

One more thing I made cat NPC but instead of being human I want to change it race into animal. How can I do that?

Neither the character nor monster method works on NPCs.  I don't know how to do it yet, but I'll give it a shot.
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 06:26:12 AM
Ok thanks so much I will try it and will post later what happened :)

Btw here is the link for that item I am making please (summon cat figurine) check it out to see what can be done with it :) http://ua.reonis.com/index.php?topic=2216.0
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 07:12:57 AM
Ok I have read all from Your last post and tried and it seems to be ok, that Step Events option is new to me as those GPDL Scripts. Now I will try to bring those larger scripts form Your first post into my design and to synchronize them and make them work I will post when finished what happened and ask more probably :)
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 07:51:34 AM
Ok I figured it almost all but I am not sure how to add that step event in event editor. I have seen that chain can be added trough event editor but I can't figure how You added step event to it and where is it on the map (that white dot). I will try doing more later :) but for now I can't add that chain event with step event and GPDL Script.
Title: Re: Questions about DC
Post by: nologgie on November 16, 2012, 09:01:39 AM
Step Events and Rest Events don't show up on the map, only in the Event Viewer.  The Step Event Editor is the other thing you have to set.
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 10:35:59 AM
Ok I did all needed only now I have to do the final script for teleporting right. I have 11 map pieces, party is starting from piece named 3-1 (level number 24)and they are sorted like this


18 (1-1)  19 (1-2)  20 (1-3)

21 (2-1)  22 (2-2)  23 (2-3)

24 (3-1)  25 (3-2)  26 (3-3)

27 (4-1)  28 (4-2)

What I did was marked zone to the north and tried to put script for going to the north, I used those first from first example and it teleported me on the 0,0 spot on the same map :) Now I need help to do those scripts good.
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 10:57:38 AM
Btw they are size 93*93
Title: Re: Questions about DC
Post by: nologgie on November 16, 2012, 11:55:34 AM
Hmm.  You really need a block or three of overlap on the maps.  As it is, if you put any type of transfers on the edges the players will be unable to move into any of the outside cells.  They'll just pop across.
Title: Re: Questions about DC
Post by: Milos Gulan on November 16, 2012, 12:07:38 PM
I am adding blocks now on the houses, I will add more where needed but my plan was to not block anything if not needed (because it is the fastest), and add encounters later and well anything else like shops and other building events.
Title: Re: Questions about DC
Post by: nologgie on November 17, 2012, 09:35:50 AM
I'm sorry I wasn't clear.

I was referring to an area of the picture duplicated on both maps as an overlap.  This should be a minimum of 32 pixels for DC wilderness maps.  (2 blocks, 2 cells, 2 squares, however you want to refer to it.)

Transfers will cause a discontinuity of movement without it.  (The player tries to move 1 step, but is moved 3 steps.)  Larger overlap areas can be used, but the key point is that if a party tries to move one space into a point on the picture, they should arrive at that point on the picture.  Even if the point is on a different map.  Here is a picture that I hope will show the point I'm trying to make.
Title: Re: Questions about DC
Post by: Milos Gulan on November 17, 2012, 10:34:21 AM
Yes now I understand :) It might be a bit complicated to link all the maps though not impossible.

Having that in mind I was thinking of doing again 11 or more one piece independent town maps which I could encircle with blocks and left few entry/exit points and those together could be one big city :). It wouldn't be like that before but still it might look good

Now I will probably do maps one more time, I am not sure what to do but it might be better to do it like this second option (it is easier) though I would like to that first option also if possible (maybe sometime later if I get into DC and would actualy be able to do it :) then I would like to make one really cool and big city :) ).

Anyway here is how this second try looks like

http://i48.tinypic.com/2ih08zo.jpg (http://i48.tinypic.com/2ih08zo.jpg)
&
http://i49.tinypic.com/xbgzuw.jpg (http://i49.tinypic.com/xbgzuw.jpg)
Title: Re: Questions about DC
Post by: Milos Gulan on November 17, 2012, 02:35:35 PM
I have more questions :) probably I could find it in the help but now as I am trying to make design i need a quick help and I will try doing complete tutorial some other time when I feel prepared for that.

Now about encounters lets say I want some on this map http://i48.tinypic.com/2ih08zo.jpg

I would like to have some monster in that lake but not on one place instead I would like to have it on all surface of the lake and I would like to have one giant octopus for example and few giant water snakes. Is there a way to acomplish that, I tried with zone but it seem I can only place one monster there. Also How many zones can I put on the map which in this case is wilderness map.

Also I would like to have some non combat encounters like party stumbles on some important wizard and he give them some magic or they help some people on the street, or something like that. I think I saw somwhere in editor option of some encounters to happen randomly but don't know now how to do it.

Also about those just random combat encounters, I don't know how to do it also. I think somwhere it need to be adjusted % for that happening and then set monster encounter list but I am also not sure where that can be found.

So :) I know I might be a bit boring with questions but If anyone knows how to help me quick, it would be great :)
Title: Re: Questions about DC
Post by: steve_mcdee on November 17, 2012, 03:05:41 PM
I'm sorry I wasn't clear.

I was referring to an area of the picture duplicated on both maps as an overlap.  This should be a minimum of 32 pixels for DC wilderness maps.  (2 blocks, 2 cells, 2 squares, however you want to refer to it.)

Transfers will cause a discontinuity of movement without it.  (The player tries to move 1 step, but is moved 3 steps.)  Larger overlap areas can be used, but the key point is that if a party tries to move one space into a point on the picture, they should arrive at that point on the picture.  Even if the point is on a different map.  Here is a picture that I hope will show the point I'm trying to make.

Another related point is that as the party approaches the edge of the overland map, you can tell they are getting close to the edge because the map stops moving with the party. So, ideally, the seamless transfer points should be a few squares in from the edge.
Title: Re: Questions about DC
Post by: Milos Gulan on November 17, 2012, 03:10:09 PM
Yeah that sounds right :)
Title: Re: Questions about DC
Post by: nologgie on November 17, 2012, 03:10:39 PM
Good point, Steve!

Yes now I understand :) It might be a bit complicated to link all the maps though not impossible.

If they're all sections copied from one huge pic it should be possible to recut the sections with an overlap on any side with a transfer.

I like the revised versions better than the big sprawl, but either should work.
Title: Re: Questions about DC
Post by: Milos Gulan on November 17, 2012, 03:15:07 PM
Well I could make another map with 12 pieces it is not a problem and on each map I could put some grey border for that overlapping effect if needed. I still would have trouble linking those with scripts :) so if I am about to do that I might need help with those transfer scripts and well north and south placing of the program script :)
Title: Re: Questions about DC
Post by: manikus on November 17, 2012, 03:19:41 PM
I'm sorry I wasn't clear.

I was referring to an area of the picture duplicated on both maps as an overlap.  This should be a minimum of 32 pixels for DC wilderness maps.  (2 blocks, 2 cells, 2 squares, however you want to refer to it.)

Transfers will cause a discontinuity of movement without it.  (The player tries to move 1 step, but is moved 3 steps.)  Larger overlap areas can be used, but the key point is that if a party tries to move one space into a point on the picture, they should arrive at that point on the picture.  Even if the point is on a different map.  Here is a picture that I hope will show the point I'm trying to make.

This is a really good tip for all designers to keep in mind (those using overlands at any rate).
Title: Re: Questions about DC
Post by: Milos Gulan on November 17, 2012, 06:10:08 PM
Ok I made it in 3 pieces, it can't be easier then that :), if that border is needed for overlaping i hope it can be added too.

Here are the pieces:
http://i50.tinypic.com/scgj7r.jpg
http://i45.tinypic.com/xm7mvs.jpg
http://i45.tinypic.com/2uhonbt.jpg

And here is how it looks like complete

(http://i47.tinypic.com/14obr5k.jpg)
Title: Re: Questions about DC
Post by: steve_mcdee on November 17, 2012, 11:59:34 PM
How big is it? I would be surprised if it was too big for a single DC overland map.
Title: Re: Questions about DC
Post by: Milos Gulan on November 18, 2012, 01:10:21 AM
Those maps are all 1500*1500 or in DC 93*93. I could make one map but my idea was to make a big town and walk trough it streets :) so I can do it like this from many parts that need to be put tugether or I can do few little town areas that I will link with teleports into one bigger town.
Title: Re: Questions about DC
Post by: Milos Gulan on November 18, 2012, 03:59:51 AM
I made it  ;D one pic only version :) I think it is good enough, streets are not wode as I wanted but it is ok, I think maybe best till now http://i49.tinypic.com/2dbvwjr.jpg
Title: Re: Questions about DC
Post by: nologgie on November 18, 2012, 06:27:11 AM
...Is there a way to acomplish that, I tried with zone but it seem I can only place one monster there. Also How many zones can I put on the map which in this case is wilderness map.

Also I would like to have some non combat encounters like party stumbles on some important wizard and he give them some magic or they help some people on the street, or something like that. I think I saw somwhere in editor option of some encounters to happen randomly but don't know now how to do it.

Also about those just random combat encounters, I don't know how to do it also. I think somwhere it need to be adjusted % for that happening and then set monster encounter list but I am also not sure where that can be found.

All these are usually done with zones and step events.
  There are 16 zones per map.
  There is 1 rest event per zone.
  There are 8 step events per map.

This is pretty limited, so if you want to do many zone-based things it's best to use small maps.

--------------------------

Combat events:  You can only have one type of monster per line, but you can add many lines.  Each line gives the option of the monster being friendly to the party.

--------------------------

Each event can use Event Trigger:  Random Chance.
Set the Chain Trigger to 'If Event does not happen' to limit it to one random step event per step.
Some events should be set to 'Once Only'.
Title: Re: Questions about DC
Post by: Milos Gulan on November 18, 2012, 01:40:47 PM
Thanks for the answers :) Now I will try doing some art and story in the design. I have decided to work with that one piece map at it seems best solution and maybe add more maps if needed.

Also just to be sure, in the zone I can put only one monster, I haven't tested it in combat but does that mean it will be only one for example ogre to challenge the party.

One more thing, is there more sophisticated 2e Ad&d gaming engine then FRUA & DC. I have seen Baldur's Gate and Never Winter Nights but I think DC is somehow better, but still there might be something else I could look up, hm maybe some other RPG system also that is not Ad&d, like bard's tale or others? 
Title: Re: Questions about DC
Post by: nologgie on November 18, 2012, 02:46:05 PM
Also just to be sure, in the zone I can put only one monster, I haven't tested it in combat but does that mean it will be only one for example ogre to challenge the party.

Aha!  Are you referring to the Summoned Monster?  That's a carry over from FRUA that no longer has any effect.  The 'Summoned Monster' is what would show up if you cast monster summoning.

I don't know about other gaming systems.  FRUA and DC are the only ones I've really taken an interest in.  There are a lot of programmers and developers out there building all sorts of things, so have a look.  It's largely a matter of what you like, and what works best for you.
Title: Re: Questions about DC
Post by: Milos Gulan on November 19, 2012, 04:31:15 AM
Oh ok, thanks for answer, I was just curious because I like DC and FRUA style of storytelling but also combat, and if there is something else out there I would like to know of it too especialy 2e Ad&d :).
Title: Re: Questions about DC
Post by: Milos Gulan on November 19, 2012, 01:53:18 PM
I asked this once before maybe but I'll ask again as I got new 1920*1080 resolution monitor. Is there a way to make DC run in a windowed mode, some program maybe that could allow it to run in 640*48o window, that would be much better than to have it on all screen now on my new monitor :). I hope it is possible :D
Title: Re: Questions about DC
Post by: Milos Gulan on November 22, 2012, 02:31:33 AM
Well I am trying to switch to DC 1024*768 resolution and I made it but, there are problems. I just copied deafult 1024*768 art and it is awesome on ly that border on the right is not showing (like before on 648*480 before entering that line fix). Anyway art is awesome, walls are nicely done and backgrounds too, even those new 640*480 walls looks good in higher resolution.

Anyway now to the main part I didn't know what to do with config.txt as I have newest version installed, so I tried just in editor changing resolution from 640*480 to 1024*768 and it changed config.txt to 1024 (there are 3 config txt files beside that newest one, config640.txt, config800.txt, and config1024.txt so i guess it just renamed that config1024.txt to config.txt and that newest fixed file got renamed too so I got older config.txt). Any help on this ?

Edit: I tried changing up resolution in config.txt but there is to much to change :) and I didn't know to change all so I guess I will have to wait for someone else to fix this :)

Btw art looks much much better then it does in lower resolution :) Actualy now I am sorry I didn't switched to higher res before, as now it seems I will have to do all art again :) but I guess I will be just happy if I make it work. Btw town map looks awesome in high res and also those walls that were done before as a default art. But I can't make it work on my own as borders looks out of the screen or inside of it :)
Title: Re: Questions about DC
Post by: Milos Gulan on November 28, 2012, 11:34:45 AM
I have a question, I was thinking about making some quests for some specific subclasses and kits (like cavaliers, bards, barbarians, ninjas ect) so I was thinking to ask on start what characters subclass or class kit would be (or something like that :)). Depending on it I thought to assign quest (lets say quests ninja 1, ninja 3 ect) or something like that (for example thief and ninja could do same quests or at least some together).

So my question is: Is there a limit to quests and quest stages?
Title: Re: Questions about DC
Post by: manikus on November 28, 2012, 02:28:30 PM
I have a question, I was thinking about making some quests for some specific subclasses and kits (like cavaliers, bards, barbarians, ninjas ect) so I was thinking to ask on start what characters subclass or class kit would be (or something like that :)). Depending on it I thought to assign quest (lets say quests ninja 1, ninja 3 ect) or something like that (for example thief and ninja could do same quests or at least some together).

So my question is: Is there a limit to quests and quest stages?

http://ua.reonis.com/index.php?topic=2108.msg27947#msg27947

;)
Title: Re: Questions about DC
Post by: Milos Gulan on November 28, 2012, 02:51:23 PM
Thanks :) Very nice numbers, lots can be done it seems :D
Title: Re: Questions about DC
Post by: Paul R. Stevens on November 28, 2012, 07:10:18 PM
http://ua.reonis.com/index.php?topic=2108.msg27947#msg27947
Quote
Max NPC’s 2,147,483,647 Max monsters 2,147,483,647
Quote

I am in the process of removing some of these
rather arbitrary limits.
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 02:37:23 AM
:) I can make more then a big and detailed city, that is sure good to know.
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 03:05:32 AM
One more question, I have saw in FAQ that there is a possibility to record playing in DC. I just wan't to know how it works. Does it record only events happened in the current design and that if I change later a part of the design, those recorded playing will not be the same?
Title: Re: Questions about DC
Post by: nologgie on November 29, 2012, 10:27:08 AM
The record/playback feature is a troubleshooting tool.  It records data from one session (begin play to game exit) to a file in the data folder called Record###.log. (### is a number from 000 to 098.)  To use it, rename a Record###.log to playfile.log and press CTRL+P when the game starts.   

It will not work properly if anything that affects location, events, movement, characters, etc. in the playfile is changed.  When it does work properly it will recreate the session perfectly.

This is the basis for the mini mods we build to demonstrate bugs.
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 10:52:51 AM
Awesome, thanks again :) it is good to know that i can make many movies too :) now I will try.
Title: Re: Questions about DC
Post by: nologgie on November 29, 2012, 11:49:44 AM
Awesome, thanks again :) it is good to know that i can make many movies too :) now I will try.

Well, they aren't movies.  They're scripts for the engine to run.  There can be 99 record logs, but there can only be one 'active' playfile.  Within these limitations, if you run a design in the engine using a script, it would be kind of like watching a movie.
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 02:40:47 PM
:) Yes that is what I thought a file for play like a movie in DC, though it seem I can't make it work. I press ctrl+r while on the title screen or later and then esc key but nothing happens, though there were few record.log files from before that I deleted. I am not sure if I am doing something wrong or should try again though I tried few times.

Also I was thinking abut winning the combat with win button. Is there a way to make it appear in later chain that it was actualy lost but not dead combat result?

That is beacuse I was thinking how I could make combat more interesting, and thought well, maybe it would be more interesting to make combat real and not just matter of saving and then repeating till it is solved with win. I thought how to allow loose but not dead and that they could be also cool sometimes still win would be better. So I am still not sure but maybe to have some loose counter and then to rate gaming as not so heroic or heroic or very heroic ect :).

I know this might be a bit more to think of but :) might be good. Also I am now shaping up my design :) did some new art and planing to start with stores :) magical items, weapons and armors, and also spell research and testing facility :). Did most of the story polishing, and did all journal entries but they look long and uninteresting I think :). I am not sure how to make them shorter, like paragraph and somehow really useful, It would be maybe most interesting if they could be used in the game but I don't know how that could be done :)

Anyway that is what I was thinking about :)  I might be posting updated version of my design soon btw if I get things done.
Title: Re: Questions about DC
Post by: nologgie on November 29, 2012, 04:03:53 PM
The current default setup is set up to always make record logs.  Just pick the one you want (usually the most recent) and rename it to playfile.log.  Then start the game and press CTRL+P.

You should delete the old record logs often so new ones can be written.
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 04:10:48 PM
Oh I see now they are in the data folder :) ok I will try it tomorrow for sure then will post here how it was. Thanks :)

Edit: It works :) thanks, and it looks very cool :D
Title: Re: Questions about DC
Post by: Milos Gulan on November 29, 2012, 04:14:35 PM
Hm one more question related to those previous, is there a way to turn win button in combat off
Title: Re: Questions about DC
Post by: nologgie on November 29, 2012, 04:42:05 PM
Oops.  I forgot to address this one.
The WIN button is only available if the editor is also running.
Title: Re: Questions about DC
Post by: Milos Gulan on November 30, 2012, 02:30:57 AM
Really omg that is interesting :) I thought everyone could pass with a win button and that I liked too. Though then I thought option to turn it off would be cool too :). Anyway good to know that it is only possible when editor is running :D
Title: Re: Questions about DC
Post by: Milos Gulan on December 11, 2012, 05:10:20 AM
How can I make that Colored text in DC I have seen in Helmetlands for example? Meaning like this to be colored? "This text is important"
Title: Re: Questions about DC
Post by: nologgie on December 11, 2012, 08:05:30 PM
http://manikus.reonis.com/Help/EditorsInAction-PlacingATextStatementEvent.html (http://manikus.reonis.com/Help/EditorsInAction-PlacingATextStatementEvent.html)

The color changes may be used in any event with text.
Title: Re: Questions about DC
Post by: Milos Gulan on February 19, 2013, 09:37:36 AM
Would it be possible to make only one save of the game, and not really to save the game but to stop the game where it was played last time and to after loading to delete the saved game. I mean somehow just to save the place and continue later. But not to have a save file :) that could be recovered.

I was thinking of making some adventures that should be played without really saving a game :) instead just well if it could be just stoped and continued :D I know I am asking too much :D
Title: Re: Questions about DC
Post by: manikus on February 19, 2013, 03:05:29 PM
Would it be possible to make only one save of the game, and not really to save the game but to stop the game where it was played last time and to after loading to delete the saved game. I mean somehow just to save the place and continue later. But not to have a save file :) that could be recovered.

I was thinking of making some adventures that should be played without really saving a game :) instead just well if it could be just stoped and continued :D I know I am asking too much :D

Isn't this really the same thing as allowing the player to save it any point? Or do you want to stop them from going back and replaying a section? We can't do this in DC. As a player, I can't say that I would be terribly fond of the idea of only picking up the game where I left off, and not being able to restart or start a section again.
Title: Re: Questions about DC
Post by: Paul R. Stevens on February 19, 2013, 07:04:24 PM
How could one possibly implement such a thing?????
The player could, for example, make an image of
his hard drive.  Then restore that image as many
times as he might like and start the game again from
the old save point.  How could you 'copy-protect'
his saved game????  Microsoft has been working
on this problem and failed....they fell back on having
to register your copy on a particular machine.

Should we have  'Saved Game Registration' office?
Manikus could staff it.  Each time you started DC it
would make a secure connection to Manikus to get
a list of games already resumed.  You do trust
Manikus, do you not?
Title: Re: Questions about DC
Post by: manikus on February 19, 2013, 07:37:03 PM
How could one possibly implement such a thing?????
The player could, for example, make an image of
his hard drive.  Then restore that image as many
times as he might like and start the game again from
the old save point.  How could you 'copy-protect'
his saved game????  Microsoft has been working
on this problem and failed....they fell back on having
to register your copy on a particular machine.

Should we have  'Saved Game Registration' office?
Manikus could staff it.  Each time you started DC it
would make a secure connection to Manikus to get
a list of games already resumed.  You do trust
Manikus, do you not?

Yes, we could set up some kind of cap and trade system as well, where everyone might get one replay which they could then trade to other players for various things. Also, I will accept bribes.
Title: Re: Questions about DC
Post by: fly_by_night66 on February 19, 2013, 07:44:10 PM
It is almost like checkpointing the game but where you can't go back.  I think Wizardry by Sir-Tech did this where once you continued, you couldn't go back.  I for one am not infavor of this.  If I make a critical error and achieve a TPK, I want to go back to a previous save instead of having to restart the whole scenerio again.  Or am I missing the point?  My two coppers worth.

FBN66 - Jeff
Title: Re: Questions about DC
Post by: Nol Drek on February 19, 2013, 07:58:26 PM
Would it be possible to make only one save of the game, and not really to save the game but to stop the game where it was played last time and to after loading to delete the saved game.

I think this could be a useful feature... basically an "auto-save". The player would still be able to save/load their game at any point in the usual way, using saved game "A" - saved game "J".

When a player just "Quits" without saving, another save game file is automatically created, call it saved game 0xE4 (that's 0xE4 in hex, 228 in decimal, the greek letter "Σ" in ASCII).

The next time you start DC, in addition to the usual menu (Create Character, Add Character, Load Saved Game, Exit From Game) there would be a menu option called "Resume Playing". Picking this option would load saved game "SaveΣ.pty". I would even make "Resume Playing" the default choice if an auto-save file exists and give it the focus, instead of giving the focus to "Create Character".

The choice of "Σ" as the letter for the "auto-save" was made because sigma is a cool uppercase letter. The auto-save file could, in reality, be named "AutoSave.pty" without loss of functionality.
Title: Re: Questions about DC
Post by: Milos Gulan on February 20, 2013, 05:22:16 AM
Well here is what my idea was. I wanted to make a game that is made of lots of smaller adventures trough it. While player is playing he could do whatever he likes and not need to complete any quests he don't like, and he would progress trough game and level up. Now I thought about making chapters for the game like chapter 1 would be for level 1-2, chapter 2 for lv 3-4 and so on.

Now my plan was to not allow the save game till for example chapter 2 is reached. Would this be possible if not that with just a save and continue (and not leaving a saved game for next time to load).

My thought about this. I could try making a game that would be actualy playable many times and it could be different every time it is played. Players could choose classes and develop their characters troguhout the game as they feel best for them. So without save game, or at least being able to only save at certain planed points I think game would be somehow much more realistic.

Now I am playing trough FRUA mods and most of the time i am saving games then load and do things that i saw good after few tries and mistakes. But I was thinking maybe it would be better to make a game with a choices and that choice would lead to a characters developing after it. It can be good or bad but character will have a different expereince based on his choice.

For example party choose to have more intelectual approach to some problem and they would solve it with words and diplomacy, and other choice would be to use just force to remove obstacles which would probably lead to fight and so on.

That being said I need that thing to somehow reduce possibility of saving game and make game more able to take different courses trough it and that they all could end up somehow being it good or better or not so good :), but still that path choosen to be valuable experience.

That is what I was thinking about. So I am not sure what can be done, but saving for example on certain locations only could be very cool thing in this case.  Maybe some item that would allow a saving of a game could also work or things like that. For example gems of saving game :) or wand of saving game ect :D

So what I need a being able able to continue from certain points in game, though I would also like to be able to save when I need to stop the game (for example I have to do something else), but not really just to save and load to make a better result in game.

Now what can be done to make saving a bit more to that concept I am trying to have. I was thinking about resting (resting event when party memorizes spells and rest for healing), if saving could work like that it would be cool. Having a place to save a game would be much more realistic for me. For example party enters a dungeon and when they are tired from it, just go outside of it and rest at a place that is good for it and on that place also save game can be made. Then at any time just continue with adventuring from that point.
Title: Re: Questions about DC
Post by: steve_mcdee on February 20, 2013, 05:29:08 AM
I don't think that being able to save a re-load games really detracts from the ability to create different paths depending upon the choices made. One trick, if you want people not to re-load and choose different options all the time, is to ensure that the effects of the choice are not manifested too soon. I am unlikely to re-load a game that was saved a long time ago (and many XP ago) just so that I can make a different choice, unless my choice has really resulted in me losing the game.
Title: Re: Questions about DC
Post by: Milos Gulan on February 20, 2013, 05:37:30 AM
True that is a good advice :) Thanks. For now I think save game event would be great to have and also an item that could allow a saving of a game :) it could be one or one with many charges :D   
Title: Re: Questions about DC
Post by: Paul R. Stevens on February 20, 2013, 01:00:00 PM
I think it would be very easy to
supply a hook that could suppress the
"SAVE" option.  That hook could check
for a particular object in the inventory
or a particular day of the week or.......

I doubt Manikus wants to spend 0.0001
on this before version 1.0 however.
Title: Re: Questions about DC
Post by: manikus on February 20, 2013, 01:35:41 PM
Paul is correct. I don't want to spend any of my resource capital on this. This is something that should be made a feature request, so that after 1.0 is out whomever is programmer can make the call on this.

As for auto-saving, we "kind of" have that. You can use the last recorded log to get to the point where you were. The drawback is that it has to playthrough to that point. I have used this to get back to a point I was last at when the power went out and I couldn't save my work. You can set the playback to be super-fast, and if the player used the game end key (f11), then you just delete the last line of the record log (of course you must rename it to playfile.log).
I'm offereing this as an FYI, not really a solution to anything. ;)
Title: Re: Questions about DC
Post by: SilentThief on February 20, 2013, 04:28:48 PM
looks like I missed the conversation on this one, but post 1.0 seems to me to be the logical answer. To throw in my 2 cents:

I remember asking manikus about recreating the mod password protection feature from FRUA on DC. My argument was that someone could alter my mod (assuming I ever make one ;) ) and "cheat" to make it easier or bypass problem areas or whatever. His response was similar to what paul said which went like this: "you cannot keep someone from cheating if they really want to." And regarding limiting saves, my own experience applies here when I played tomb raider, where it saves your game when you walk thru the floating "gems". If you make the mistake of walking thru all of them in a given area before you get past some hard parts, then you have the fun of working thru all the hard parts without saves.

Once post 1.0 though, who knows? I could see limiting saves as a possible way to make an area or even a mod more difficult

ST and his 2 cents worth
Title: Re: Questions about DC
Post by: manikus on February 20, 2013, 04:34:23 PM
You're not too late ST. ;)

Everything is post 1.0 that is not a "gamestopper" bug fix or a required feature.

As a player, I have to say that if I had a design like this in front of me, the first thing I would do is open up the editor and change that. :D
Title: Re: Questions about DC
Post by: Milos Gulan on February 20, 2013, 05:31:47 PM
Thanks for the answers I think it helped a lot.

For the games, yeah there are different approaches and I don't think that is bad. Anyway my idea of playing DC for now is to make it for me more interesting by doing a campaign with lot of small adventures that can be played almost randomly. For that I think it would be much more interesting not to have a save game option at all except to save for something like a session pause (like when you have to go and wait for next session of Ad&d game).

That being said for now best thing I can do is making that the effects of the choice to not be manifested too soon, as Steve said, in game. I will post soon in the feature requests thread about what I would like to have in DC and that is turning off the saving option, making an item that can be used for saving game, making saving game event and idealy something to be able to just save and continue without trace of game being saved (meaning something like just stop and continue button, like that on record player :) button play and stop:)). Anyway thanks again for answers and hope DC will be just better and well just a song to finish this question about saving game ;) http://www.youtube.com/watch?v=SBKOpFVggr8


Title: Re: Questions about DC
Post by: Paul R. Stevens on February 20, 2013, 06:49:52 PM
In my other hat (http://Dungeon-Master.com)
I was able encrypt games for people by
embedding the key in the engine code and
producing a special version of the engine
for each encrypted design and hiding the
key in the engine a bit cleverly.  The FBI could
edit the design but nobody else would go
to that much trouble simply to cheat.
Title: Re: Questions about DC
Post by: manikus on February 20, 2013, 07:08:55 PM
You obviously don't know the people in the FRUA community. ;) I think sometimes they prefer to hack things instead of asking for a way to do it in an editor (obviously as applies to DC).
Title: Re: Questions about DC
Post by: Milos Gulan on February 21, 2013, 04:41:32 AM
That looks like a good game :) thanks for brining it in, hope I will play it sometimes soon.
Title: Re: Questions about DC
Post by: Milos Gulan on February 25, 2013, 04:26:11 PM
What are the plans for NonWeapon Proficiencies in DC. I probably could try making something in my mods that will look like it but I was curious is there a plan to add this into DC.
Title: Re: Questions about DC
Post by: manikus on February 25, 2013, 04:39:19 PM
What are the plans for NonWeapon Proficiencies in DC. I probably could try making something in my mods that will look like it but I was curious is there a plan to add this into DC.

There are none. Proficiencies are from a different version of AD&D than the one we are working to emulate.

But, unofficially, say in a 2e or 3e conversion, I don't see why you or another designer couldn't very easily make them - either as SAs or as Skills.
Title: Re: Questions about DC
Post by: Milos Gulan on February 26, 2013, 12:10:40 AM
I didn't know that there are no NWP in 1e. thanks for info that is interesting thing to know :) I might try one day.

Well now I am curious how do in 1e they do things like for example when I want to cook. :) and what are differencies between 1e and 2e and what things better. Btw I was always thinking that 1e and 2e are almost same except those kits that are added in 2e and few class changes.









Title: Re: Questions about DC
Post by: nologgie on February 26, 2013, 12:56:38 AM
1E does not have weapon specialization, but it does have non-proficiency penalties.  I thought about this and decided it would probably be unpopular, so I didn't bring it up.  It would be time consuming to build, but not particularly difficult.

Another thing to be ironed out would be whether some weapons fell into a class, or whether each type was specific.
Title: Re: Questions about DC
Post by: Milos Gulan on February 26, 2013, 08:08:42 AM
Cool well I think it is all right that way too, maybe even better. Now I understand 1e and well I think both of them are cool in their own way, and there is not much difference, 1e might be simple and easy but 2e is still not too complicated.
Title: Re: Questions about DC
Post by: SilentThief on February 26, 2013, 08:28:33 PM
this was something I was interested in. I mean, one of the things I liked about the 2nd edition was the rules for proficiencies for the ability to customize your character. Add to that a bit of the character sub-classes, specialty classes, and character kit creation and you might really get confused (jus kiddin). But don't worry, if I actually can get a mod together I won't let it get out of hand.

ST the handy
Title: Re: Questions about DC
Post by: manikus on February 27, 2013, 01:39:39 PM
There was a proposal for a 2e conversion for DC. I don't think it will be a problem to do it at all.

You want specialty priests and mages? No problem. You just have to make them. ;)
Title: Re: Questions about DC
Post by: Milos Gulan on February 28, 2013, 03:13:51 AM
Awesome, as I said for me 1e and 2e can work together :) and I will probably prefer it that way. I am not sure what for me will be interesting to add to 2e content but probably I would like to see kits for classes and some other things, I guess FR books Warriors and Rogues, and Wizards and Clerics, and Demihuman of the Realms will be my inspiration for Realms based kits but I will probably do that some times later, but I want to have some special classes like crusader, shaman ect from Faith and Pantheons and similiar books. Anyway I am sure it will all slowly develop as we progress trough the game :) and hope we will make it better with a synchronized effort.
Title: Re: Questions about DC
Post by: Milos Gulan on March 12, 2013, 04:31:00 PM
How can I check if my 1st character in the party is level 3 or below. I want for example to make an adventure for level 4 but if someone level 3 wants to play it answer will be You can but later?
Title: Re: Questions about DC
Post by: nologgie on March 12, 2013, 08:11:04 PM
How can I check if my 1st character in the party is level 3 or below. I want for example to make an adventure for level 4 but if someone level 3 wants to play it answer will be You can but later?

If you just want to check the level of the first character in the party, you could use a GPDL trigger as follows:

Code: [Select]
$RETURN (($GET_CHAR_Lvl(0,"cleric") ># 3) ||
($GET_CHAR_Lvl(0,"druid") ># 3) ||
($GET_CHAR_Lvl(0,"fighter") ># 3) ||
($GET_CHAR_Lvl(0,"paladin") ># 3) ||
($GET_CHAR_Lvl(0,"ranger") ># 3) ||
($GET_CHAR_Lvl(0,"magicUser") ># 3) ||
($GET_CHAR_Lvl(0,"thief") ># 3));

If you use different base classes, each baseclass must be included.  At least one of the statements must be true for the event to fire.

Also, character 0 is the character at the top of the list after forming the party.  If the original character 0 is removed, the program will return error codes and the event will not fire.

There are other ways to test that all characters are above 3rd level, or any character in the party is above 3rd level.
Title: Re: Questions about DC
Post by: Nol Drek on March 12, 2013, 09:52:26 PM
Also, character 0 is the character at the top of the list after forming the party.  If the original character 0 is removed, the program will return error codes and the event will not fire.

Is this correct? When you remove a character from the party, the party numbering is not updated to reflect that fact? I would expect that when character 0 is removed from the party the character at index 1 would become character 0 ... the character at index n would become character n-1 ...

It sounds like a bug to me.
Title: Re: Questions about DC
Post by: Milos Gulan on March 12, 2013, 11:16:24 PM
Great :) thanks for the answer. I need first character now and I will have to test this later. Though also I might need that about testing if other characters are above/or below some level and probably will ask later if I really need it.
Title: Re: Questions about DC
Post by: nologgie on March 12, 2013, 11:36:19 PM
Also, character 0 is the character at the top of the list after forming the party.  If the original character 0 is removed, the program will return error codes and the event will not fire.

Is this correct? When you remove a character from the party, the party numbering is not updated to reflect that fact? I would expect that when character 0 is removed from the party the character at index 1 would become character 0 ... the character at index n would become character n-1 ...

It sounds like a bug to me.

I thought it was fixed at one time.  I got these results using UAFWinEd_09958, which is not current but is one of the later versions before the most recent overhaul.  It does the same thing in the newest test version.

Note:  If the character is removed and replaced by another character in a training hall, the next character added becomes character 0.

It sounds like a bug to me too.
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 12:32:50 AM
Cool well You guys deserve a good song at least for being good at fixing bugs and making all kind of wonders ;) http://www.youtube.com/watch?v=SuGVrEWfovQ
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 10:16:41 AM
Well good new is that I have a big and nice dungeon level to populate. Thing I don't know is how to put event in the room with many doors. I mean I want to put for example combat at one door and I want to put it also to the 2 other doors, but not to be repeated every time when party walks trough a door. I guess this can be done bo zones too but I have 30+ rooms probably. So I just don't know how to triger a fight in a room with more then one door or entrance.

One more thing how to do traps and how is that done in DC. I know that I can put event to deal damage, and probably I could add some text that warns the players and put dmg after failed check or soemthing like that. Is that a good thing to do, or there is something better also is there a way to use Thiefs skills to check for traps and disarm them?
Title: Re: Questions about DC
Post by: manikus on March 13, 2013, 02:22:14 PM
If our functions were up-to-date, there would be a better answer, well not better, but easier to make "universal", i.e. work with any classes.

There is a function, $GET_CHAR_CLASS( String ), that used to refer to the hardwired classes. We don't have those any more, and now the function always returns -1. I also know that the engine has been changed to display the baseclasses that constitute the class. I haven't spoken with Paul about this, but we should have a working version of this for us in version 1.0. In fact I just added it to the list.

Then we could write a nice little script that checked for any baseclass. :)

Not that there is anything wrong with Tom's script mind you. If you are using different baseclasses, change the name appropriately. :)
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 03:04:35 PM
Ok I hope I will think of something :) thanks for the answer
Title: Re: Questions about DC
Post by: manikus on March 13, 2013, 03:12:47 PM
I would have gone with this (if the functions worked right):

$VAR me;
$VAR cls;
me = $IndexOf($CharacterContext());
cls = $GET_CHAR_CLASS(me);
$RETURN $GET_CHAR_Lvl((me, class) ># 3);
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 03:29:56 PM
Well my idea was to make a special item called Trap tools and then to check if that item is in the inventory and if it is to make a roll and to have a 40% to detect and disarm trap at base lavel. Now I was wondering how would I do that to check if the item is in the party and then how to roll 40% to find trap and not to triger it, then 40% to remove trap and not to triger it.

I am willing to go maybe with that script to see if there is a rogue in the party and then to check if he has the item Trap tools? What do You think would be good solution?
Title: Re: Questions about DC
Post by: manikus on March 13, 2013, 03:49:38 PM
Neither script will check the whole party - I thought you wanted to check the first party member. We need to do something else to check each party member.
Of course, if by "special item" you mean one made in the Quest editor, then it doesn't matter, as all party members will show it as being in their possession. If you mean an item made in the item editor, you need something completely different.

Actually the script that Tom wrote is about checking for levels, not about checking for items. Or are these two unrelated issues that happen to be in the same design?
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 03:53:29 PM
Yes that is special item from quest editor. I would like to give it to the thief only, but not sure how to do and then to check if he has it before searching and disarming traps?
Title: Re: Questions about DC
Post by: Milos Gulan on March 13, 2013, 05:10:03 PM
Well I have succeded partialy. I have tried with a who tries event on rolling for Dex and checked 12 for compare x sided dice. It passes every time as good result and after that i tried using event Damage d6 for dice and chance for each i have put 40 as I think it is 40% chance but it seems to make dmg every time.

Now i need help, how can i check for that Trap tools item i am carrying and if party has it I would like to trigger those things to check for dex, or something like that at least to check for 40% chance to find trap then another 40% for disarm and if not made to make dmg.

I have seen also that there is a find traps thing in event who tries but I presume it is not yet done for thieves and that they still can't use their abilities...
Title: Re: Questions about DC
Post by: manikus on March 13, 2013, 06:06:32 PM
Yes that is special item from quest editor. I would like to give it to the thief only, but not sure how to do and then to check if he has it before searching and disarming traps?
It will show up in the inventory for all party members.
Title: Re: Questions about DC
Post by: manikus on March 13, 2013, 06:20:03 PM
Well I have succeded partialy. I have tried with a who tries event on rolling for Dex and checked 12 for compare x sided dice. It passes every time as good result and after that i tried using event Damage d6 for dice and chance for each i have put 40 as I think it is 40% chance but it seems to make dmg every time.

Now i need help, how can i check for that Trap tools item i am carrying and if party has it I would like to trigger those things to check for dex, or something like that at least to check for 40% chance to find trap then another 40% for disarm and if not made to make dmg.

I have seen also that there is a find traps thing in event who tries but I presume it is not yet done for thieves and that they still can't use their abilities...

I would start by not using a Special Item any longer, but making an item in the item editor that can only be used by thieves.
That item would, when readied, convey a Special Ability to the readier, which gives her the two 40% bonuses. (And another script to take them away when the item is not readied.) Look at the Gauntlets of Ogre Power to see an example of these two scripts.
Title: Re: Questions about DC
Post by: steve_mcdee on March 13, 2013, 10:08:00 PM
Rainbower, in relation to your question about having a combat trigger when the party enters a room, regardless of which door, this is a simple method that I would suggest.

First, work out whether the party actually will have the opportunity to enter the relevant room through more than one door. Often, even though a room has several doors, there will only be one way the party can approach the room for the first time. This of course depends upon the particular layout of your map - and of course you can alter the map so as to ensure that the first time the party enters the room they will enter through one door only. If the party can only practically enter for the first time from one door, place the event behind that door only.

Secondly, if it is possible for the party to enter the room for the first time through more than one door, here is what I would do. Create a new "Quest". Call it something like "Combat in dining room has occurred". Behind each entrance to the room, place your combat event, set to trigger if "Party does not have Quest", and select the quest that you just made. Then, after each combat event, chain a "Utilities" or a "Give Special Item" event. Give the party the quest (using the Special Item" event) or set the value of the quest to "1" (using the Utilities event). This will mean that, next time the party steps on a square where you have set up the combat event, it will not trigger the combat event.

Much more complex things can be achieved with quests using different stages. However, in DC (unlike FRUA), there is virtually no limit to the number of quests you can use, so you can use a separate quest for every binary event trigger.

Hope that helps.
Title: Re: Questions about DC
Post by: Paul R. Stevens on March 13, 2013, 10:19:36 PM
Quote
possible for the party to enter the room for the first time through more than one door,

I think this could all be wrapped up into
a single logic-block event in front of the
combat event.  It would:

If global_asl then no chain
else add global_asl and chain

Simpler?  No??????  Hmmmm.
Well, it seems simpler to me ::)
Title: Re: Questions about DC
Post by: nologgie on March 13, 2013, 11:57:30 PM
ASLs are great for this, especially because they don't have to be assigned in the editor before use.  Having a large number can get confusing, and an encoded naming system might help keep things organized.

For this type of ASL I build the name as follows:
[dungeon level] + [event type] + [area number]
  - so for a level 2 combat event in area 7, my ASL name would be -
2c7.

I start the names with numbers for map-related, and letters for other ASL types, but any naming convention you come up with will work as long as you can remember how it works.


Quote from: Rainbower
One more thing how to do traps and how is that done in DC. I know that I can put event to deal damage, and probably I could add some text that warns the players and put dmg after failed check or soemthing like that. Is that a good thing to do, or there is something better also is there a way to use Thiefs skills to check for traps and disarm them?

It is always good to give the player a chance to find and avoid or disarm traps.  If the party has a "Find Traps" spell running detection should be automatic. (Use "party detecting traps" event trigger.)

Nol Drek used a good system in his Tegel Manor design, so you might open that one in the editor and look at how he built it.

I prefer using event trigger scripts for detection, and a "Who Tries" event for disarming if the trap is found.  I posted some example scripts, but they need to be rewritten now that baseclasses and races are changeable and "skills" are in.  I doubt I'll post updated versions until things get more stable.
Title: Re: Questions about DC
Post by: Nol Drek on March 13, 2013, 11:57:50 PM
Create a new "Quest". Call it something like "Combat in dining room has occurred". Behind each entrance to the room, place your combat event, set to trigger if "Party does not have Quest", and select the quest that you just made. Then, after each combat event, chain a "Utilities" or a "Give Special Item" event. Give the party the quest (using the Special Item" event) or set the value of the quest to "1" (using the Utilities event). This will mean that, next time the party steps on a square where you have set up the combat event, it will not trigger the combat event.

Is there a reason why you don't want to make it a Step Event?

Place Zone 2 in the square inside each entrance to the room.

Create a Step Event in the Event Viewer: Step Event 2. This event happens every 1 step in Zone 2.

The Zone 2 Step Event is Combat with the Only Once box checked.

You are limited to 8 such Step Events per level, so you can have 8 rooms on each level that have multiple entrances, without using any quest variables or scripting.
Title: Re: Questions about DC
Post by: Milos Gulan on March 14, 2013, 04:22:49 AM
Right, ok I have to try all that then I will say how it did go :D thanks for all the answers they were very helpful. Those about creating an item fot thiefs is a good one, thank I will try making another. :) All other things looks a bit complicated but I will try with zones first (actualy i am not sure I will do it good as this is my first try but I hope i will) and then with scripting. Thanks again, I have lots of rooms but maybe they will not be more then 8 actualy, but for later I will surely need scripts as I am planing to expand and maybe to use zone events for something else but I really nead to learn to use them.
Title: Re: Questions about DC
Post by: Milos Gulan on March 14, 2013, 05:56:30 AM
Ok I have done it but it doesn't start actual combat though it does show the text before combat.

What I did is marked 3 places behind doors for zone 2. then went into Level>Zone events>Zone events 2 checked zone 2 and added it happen every 1 step in the zone. Then I went  Level> Zones>Zone 2 and added text You have spotted enemies and added skeletons to summoned moster.

So it does show text but actual battle doesn't start. So I think I did all good though I am not sure how to do this and if I did it right

Quote Nol Drek: The Zone 2 Step Event is Combat with the Only Once box checked.
Title: Re: Questions about DC
Post by: Nol Drek on March 14, 2013, 09:05:20 PM
What I did is marked 3 places behind doors for zone 2. then went into Level>Zone events>Zone events 2 checked zone 2 and added it happen every 1 step in the zone. Then I went  Level> Zones>Zone 2 and added text You have spotted enemies and added skeletons to summoned moster.

Skeletons do not need to be the summoned monster for the Zone.

Instead, you need to create a combat event and add some skeletons to the combat event.

See the screenshots below:
Title: Re: Questions about DC
Post by: Milos Gulan on March 15, 2013, 03:32:30 AM
Ok thanks, now I fugured it out. Thanks for the help :icon_study: :icon_thumleft:
Title: Re: Questions about DC
Post by: Milos Gulan on March 18, 2013, 09:36:20 AM
Ok it seems I am ready to learn new things that I will need for DC.

I have been reading trough tutorials about DC and it seems to me that now I will really have to learn about scripting. I have seen that scripting is mentioned in some other games and I hope I will be able to use this knowledge for other things too. So can someone help me with these I also wanted to install Microsoft Visual C++ to compile DC and I was thinking maybe it would be better to use newer version then mentioned 6.0. Also if I install it I might need help with it.

For my game, I have done complete map and zones with encounters. Now I will have to add some story, encounters and treasure. Also I will need traps and I tried to do that thing with Gauntlets that Manikus suggested but I don't think I will be able to do it with my knowledge. Can someone help me with this or would it be better not to do traps and leave it for later. I thought traps would look nicely and make things more interesting :)

Title: Re: Questions about DC
Post by: Milos Gulan on March 22, 2013, 02:55:14 PM
I have completed sorting of all FRUA mods, and they are sorted by level and world setting. I was thinking to post that list here but I will have to copy/paste all the file names and edit those that have only listed pregens for character levels and edit that for real level. Also I wasn't sure where to post it because it will probably be big but I guess it might be useful. Anyway what should I do, post it here in already made Hall of fame thread, or post it in a new thread or just link to another page on my DC/FRUA site?
Title: Re: Questions about DC
Post by: nologgie on March 22, 2013, 04:45:46 PM
I think it should be in its own thread on the FRUA board.  Posting it as a link on your DC/FRUA site would be great.  :)
Title: Re: Questions about DC
Post by: Milos Gulan on March 22, 2013, 05:04:34 PM
Ok I think that will be good :) will try to make it as soon as possible :angel2:
Title: Re: Questions about DC
Post by: Milos Gulan on March 26, 2013, 01:34:53 AM
I was thinking to make a collection of FRUA pregens and I was wondering if it would be possible to convert them to DC?

I know that pregens can be used in FRUA by puting them in Save folder but I am not sure if they could be imported in DC somehow like importing and converting designs from FRUA.
Title: Re: Questions about DC
Post by: nologgie on March 26, 2013, 02:59:46 AM
Pregenerated characters can be added with the NPC editor or as character files, but I doubt FRUA character files will be automatically converted.  Just a guess.
Title: Re: Questions about DC
Post by: Milos Gulan on March 26, 2013, 08:27:49 AM
Ok I will have to try but that is good enough I guess. Probably I could just make same NPC/Pregens in DC too. Anyway I should be thinking how to do some designing with DC :) I am just so happy to be able to do something though I really wish I could do something really good.
Title: Re: Questions about DC
Post by: manikus on March 26, 2013, 01:21:44 PM
DC can't convert FRUA characters at this time. In fact, importing is not really working at all right now.
We'll see how it all shakes out when we get there.
Title: Re: Questions about DC
Post by: Milos Gulan on March 26, 2013, 02:00:17 PM
Ok sounds like a good plan, ty  ;D
Title: Re: Questions about DC
Post by: Milos Gulan on April 23, 2013, 03:49:48 PM
Ok I will need help with this

quote Manikus = You would do it exactly the same way I described, but would have duplicates of all events with writing - one for Serbian and one for English. Just ask a question at the beginning ans assign a quest or ASL to one of the options.

I am not sure how to do it with a quest I know how to use quest stages and quest items also I dont know how to use ASL (probably :) Associated String List) so I will need help to do it. I plan to do my design till the end of june then I plan on doing journals and maybe this 2 language version. So I would like to try this if possible but not sure how to do it.

Btw I found my old translations for adventures. I have to say that I most of the time translate things that I really want to be sure of like text that needs to be said to party and well other spell and magic items and monster things. So if I could make this work I could use DC for both languages and sort my translations and have them probably in one place :)
Title: Re: Questions about DC
Post by: steve_mcdee on April 23, 2013, 08:12:37 PM
If it is not critical that players be able to change languages during the game, you could just make two whole copies of all the levels, events, etc, and then begin the game with a question list or question button event that takes the player to the opening of either the English or Serbian version, as selected. Or you could just make two completely separate modules, given that most people, I expect, would only want to play the game in either English or Serbian, and not both (and those few that do want both could download both version of the game).
Title: Re: Questions about DC
Post by: Paul R. Stevens on April 23, 2013, 10:21:43 PM
Quote from: steve_mcdee
just make two whole copies of all the levels

From my experience attempting to keep two
versions of a program up-to-date, I fear that
trying to keep two levels identical except for
text would be quite taxing.

I think what is needed is a 'switch' contained
within the text itself.  For example. we could use the
26 letters of the alphabet to turn text on or off.
Then, a global ASL (or something) could tell the
engine which switches are enabled.  For example:

\[AK]English Text\[C]mumbojumo\\[K]gobbledygook

If A were enabled you would see "English Text"
if K were enabled you would see "gobbledygook"
If A and K were enabled you would see "English Textgobbledygook"
If C were enabled you would see "mumbojumbo"
if K and C were enabled you would see "English Textmumbojumbogobbledygook"

Now you need keep only one copy of all the event
chains and such and the whole problem becomes
much more transparent and easy to implement.
And the text can be modified during play.

This feature might be used for things other than language
and the ASL (or something) could be changed via scripts
or the Logic Block event.  You might see different text
depending on the status of a quest, for example.

When people start using this feature in earnest, we will
quickly run out of letters.  So we need arbitrary keys:
\[key1,key2,keyn]English Text\[Serbian]mumbojumbo

There!  A *simple* and *powerful* feature  (Two
characteristics that I approve of).

What do you think?
Title: Re: Questions about DC
Post by: steve_mcdee on April 24, 2013, 02:45:16 AM
Quote from: steve_mcdee
just make two whole copies of all the levels

From my experience attempting to keep two
versions of a program up-to-date, I fear that
trying to keep two levels identical except for
text would be quite taxing.

Definitely right. What I had in mind really was completing one, then copying it in its entirety, then working through and replacing the text with the translation.

As to your suggestion, I agree it sounds like a simple and powerful feature. It sounds like it might have a lot of potential uses, most of which I probably can't imagine right now. But surely you guys have enough work already?!
Title: Re: Questions about DC
Post by: Milos Gulan on April 24, 2013, 03:58:23 AM
I agree with this too, I probably am making things more complicating then it should, though I need this to be honest. The good solution, I think better then what I did before is to actualy make two separate games, what Steves said. That I think is the best for now, but the thing that also might be helpful is to have just text in Serbian available just to be called if needed. This maybe not standard but well it maybe useful in some situations, though DC text is relatively slow for me, I know we have been speaking somewhere about setting up the speed of text but I don't remember where now unfortunately.

Anyway for now my plan is to make 2 different versions of the game with an option to show some of the text in different languages when needed :) well something like choose text in english or serbian :) I will have to think of this more though :)
Title: Re: Questions about DC
Post by: manikus on April 24, 2013, 02:23:02 PM
What do you think?

I thought that this is what TALK.BIN is for? Sure, it only operates for Text Statement Events, but until that is shown to not be enough, that is what we should use.

Besides, if we're going to add any features (now or post 1.0) that affect text, this is not the top of the list, not even close. We first need simple ways to do bold, italics, line returns and different highlight colors.

My resoonse is not in any way designed to comment on the actual request or proposed solution. :) It's my job to set the priority of things - that's why you guys pay me the big bucks. :D :D :D
Title: Re: Questions about DC
Post by: Milos Gulan on April 24, 2013, 02:49:06 PM
Yea :) yea :) i wish we all have good luck with that :) and sorry for me being a bit distractive maybe :) hope things go good for all of us ;)
Title: Re: Questions about DC
Post by: Milos Gulan on May 10, 2013, 01:15:30 PM
I wanted to import a design from FRUA to DC. I have seen that there was that option in DC editor, but is there something else to it and how good it will be converted? Just whanted to be sure before I try :)
Title: Re: Questions about DC
Post by: manikus on May 10, 2013, 01:25:39 PM
I wanted to import a design from FRUA to DC. I have seen that there was that option in DC editor, but is there something else to it and how good it will be converted? Just whanted to be sure before I try :)

http://ua.reonis.com/index.php?topic=2128.0
Title: Re: Questions about DC
Post by: Milos Gulan on May 10, 2013, 02:15:47 PM
Thanks  8)
Title: Re: Questions about DC
Post by: Milos Gulan on October 29, 2013, 10:05:23 AM
I am posting this here, i hope it is ok. Here is my latest work with DC http://www1.datafilehost.com/d/df267da3 and i have problems with combat and temple event. After starting in village only 2 houses are available to the south west there is a ranger and temple (to NW are stores). So:

1. For temple it seems it doesn't show price of spells, but (sometimes) it doesn't show spells at all (in editor when i click on the spells it picks them but doesnt transfer them to box below)

2. When ranger sends you on quest, in the cave when i try to fight grippli combat doesnt happen and it says i won. It might be something with graphics, maybe there is problem with me changing name of the pictures, i also changed combat wilderness picture but it worked before. Actualy now i tried combat works with grippli as monster but i have choosen NPC for oppnent in this combat and i have put for its race monster (i choose that thinking that it best fit grippli).

Btw i was thinking that it would be nice to have in game triger to add NPC you meet and like to Pregenerated PC pool (Like in game editor when you enable them to be usable as PCs), but i was thinking how could that be done in the game. For example i just dont want to put Lv7 Pregen PC in the pool for Lv1 starting characters, or i just want to choose NPC who could be playable in the starting party.

Anyway i will need help with this combating NPC if possible.

Title: Re: Questions about DC
Post by: Milos Gulan on January 02, 2014, 04:51:24 PM
I was reading trough tutorials and i don't know what PARTY ASL means and can't find answer for it?
Title: Re: Questions about DC
Post by: manikus on January 02, 2014, 05:09:53 PM
I was reading trough tutorials and i don't know what PARTY ASL means and can't find answer for it?

It is a type of ASL that applies to the whole party.
Title: Re: Questions about DC
Post by: Milos Gulan on January 02, 2014, 05:22:25 PM
Thanks but what does ASL means, i dont understand the meaning of it?
Title: Re: Questions about DC
Post by: manikus on January 02, 2014, 06:08:06 PM
Thanks but what does ASL means, i dont understand the meaning of it?

http://manikus.reonis.com/Help/GPDLAssociatedStringLists.html
Title: Re: Questions about DC
Post by: Milos Gulan on January 03, 2014, 05:46:31 AM
Tyvm now i know it :).
Title: Re: Questions about DC
Post by: Milos Gulan on January 06, 2014, 12:39:40 PM
Well it happened to me before but now i will ask about this and maybe for help too. I have rendered an image and female character has black boots and used it as sprite. In DC they don't show probably because of some transparency problem i have heard for before. So what should i do, not to use black for sprites/portraits and instead use similiar colour?
Title: Re: Questions about DC
Post by: manikus on January 06, 2014, 01:12:37 PM
1) only sprites, walls and icons (ncluding for spells and items and cursors) use transparency
2) the transparency is not a color decided by DC, but by th euser - whatever color is at pixel 0,0 is the transparent color

I suggest that you render your sprites with whatever background you want, but preferably not solid black or solid white. Then you change the background color in a pain porgram to the same color that Uatu uses for his icon backgrounds - RGB 103,247,159 - this color is what I think of as "FRUA green" and is not likely to ever be used in one of your images. ;) You do not want to render with this color as a background color because you will end up wth a greenish tinged border around your image.
Title: Re: Questions about DC
Post by: Milos Gulan on January 06, 2014, 01:23:48 PM
Right :) tyvm again :D
Title: Re: Questions about DC
Post by: Milos Gulan on January 13, 2014, 06:47:50 PM
I need to know difference between Door and Overlay, and what does that option Blend Overlay means and what about Blend amount. And what is that Format of Selected wall Slot? Also what is Custom area view art option, what does it change. Sorry for asking a bit more but i am really curious to know the difference between Doors and Overlay.

Also i did some barrels today i guess that is overlay though i made it as wall with Wall art tool (it seems i can't make overlay with it and i am not sure for the format of it, i am suspecting that it is the same as wall). Question about that is because sides of barrel don't look so good when in adventuring mode (when i turn to right or left) i was thinking to manualy change those sides to look better (they look a bit bad just moved to 45 angle). So i was thinking to add just one barrel to the sides to look better. Is this good thing to do as i will have manualy to do it but i think result might be better. I think Dinonikous did something like that with his walls as they seems very finely tuned. So what are my chances to make my walls better if i decide to work on them more?

Here is my barrels btw, those sides doesn't looks so convincing in the game.
Title: Re: Questions about DC
Post by: Nol Drek on January 13, 2014, 08:36:44 PM
I need to know difference between Door and Overlay, and what does that option Blend Overlay means and what about Blend amount.

Overlays are used for wall decorations: torches, windows, levers, tapestries, etc.

Doors, on the other hand, are used for doors.

A wall can have both a door and an overlay. The door can be placed on top of or beneath the overlay. Doors show up on the area map, while overlays do not.

 An overlay can be blended into the wall, which is what "Blend Overlay" means. The amount of blending is specified by the "Blend Amount". A blend amount of 0 makes the overlay opaque (which means you can't see through it at all) while a blend amount of 255 makes the overlay invisible (which means you can see through it really well). Numbers in between 0 and 255 have an effect in between. It behaves like an alpha channel.
Title: Re: Questions about DC
Post by: Milos Gulan on January 13, 2014, 08:45:11 PM
Ok thanks :) now i understand. I will have to try to see how it works though.
Title: Re: Questions about DC
Post by: Milos Gulan on March 25, 2015, 02:16:43 AM
I have a question. Is there a way for DC to check if there is one character in party or more. My plan is to add one monster (random preferably) per character. Is that possible?

Btw if Steve can prepare and send me that doors I would be really grateful, I am missing those parts for making walls?

Title: Re: Questions about DC
Post by: manikus on March 25, 2015, 02:28:03 PM
I have a question. Is there a way for DC to check if there is one character in party or more. My plan is to add one monster (random preferably) per character. Is that possible?

Btw if Steve can prepare and send me that doors I would be really grateful, I am missing those parts for making walls?

There is a function specially for this:

$PARTYSIZE(  )

You will need to write a script to use this, of course.
Title: Re: Questions about DC
Post by: Milos Gulan on March 25, 2015, 05:54:55 PM
Ok, that is a good answer for now, I will ask for more probably later. Just for info i was today to go to see things for my beach it will go to auction and if i get it i will have to prepare everything till 1.may and work there till Septemeber. I expect to be able to work with DC on my older Lap Top so I was thinking what to do with my mod. I will need to redo it :D lets hope I can make it good.
Title: Re: Questions about DC
Post by: Milos Gulan on June 19, 2015, 01:44:03 PM
I just have one question for now is it possible to save journal in txt file maybe?
Title: Re: Questions about DC
Post by: manikus on June 19, 2015, 05:59:53 PM
I just have one question for now is it possible to save journal in txt file maybe?

If you mean the Journal Event, no. If you mean including a txt file that you can refer the player to, than if you want to you can put one in.
Title: Re: Questions about DC
Post by: Milos Gulan on June 20, 2015, 02:38:00 AM
I thought about listing all journal entries from game session into one txt file. Or any other way to have it saved, idealy it would be in text format.
Title: Re: Questions about DC
Post by: manikus on June 20, 2015, 01:55:18 PM
I thought about listing all journal entries from game session into one txt file. Or any other way to have it saved, idealy it would be in text format.

I think that you misunderstand how the Journal works in DC. It is something the designer creates to show to the player, not something that DC generates during play.
Title: Re: Questions about DC
Post by: Milos Gulan on June 20, 2015, 03:00:42 PM
Yes I know but for example I am playing and during session DC makes journal of things that happened. Lets say:
Party visited store, fought goblins, won silver dagger.

I want that journal output in txt :) Is that possible or something else that might be close to text.
Title: Re: Questions about DC
Post by: manikus on June 20, 2015, 04:29:26 PM
Yes I know but for example I am playing and during session DC makes journal of things that happened. Lets say:
Party visited store, fought goblins, won silver dagger.

I want that journal output in txt :) Is that possible or something else that might be close to text.

Dude - DC does not make a Journal. The messages that appear on screen are not a journal, they're just informing you of what happened.

As the designer, you can create Journal Events. That is not what you are talking about apparently.

It seems you are asking for a NEW feature - one which exports all or selected text from each gaming session into an external file to be read by a different program.
Title: Re: Questions about DC
Post by: Milos Gulan on June 20, 2015, 11:38:17 PM
That is right :) I need that. I am not asking for it but would like to have it.
Title: Re: Questions about DC
Post by: Milos Gulan on March 28, 2017, 12:38:46 AM
Ok I have another question, I am in a bit of hurry so please forgive my mistakes. I am trying to make food items that heal HPs to entire party. How that can be done?

I have tired with special event, problem is I need to be usable only once but Special item stays there and can be usable only once and it seems it can't be droped though there is an option in editor for that.

If I make it an ordinary item I can equip it but there is no option to use it. Please help if possible, I am running out of ideas. Here are screenshots, I am going out of town I hope to continue later to work on this.

Title: Re: Questions about DC
Post by: manikus on March 28, 2017, 01:11:09 PM
The default datbases already have several examples of things like this for you to use. :)

Look at the healing potion. This potion restores lost HP to the person that "Use"s it. You could very easily modify the spell attached (or better yet, copy it with a slightly different name to attach to another item) - the only change would be to affect the whole party instead of just affecting self.
Title: Re: Questions about DC
Post by: Milos Gulan on March 28, 2017, 02:43:41 PM
Ok that will work but I have opened and tried to edit potion but it will be har for me to figure out how to this what I need.

I would like to have both items (food) that heal one person and those that heal all party members. They should heal from 1 to 4 points. For examle drink and drinks should heal 1 HP, bread or breads 2, ect up to 4.

Can You please help me with scripting this time, I am not in hurry to get it but now I am a bit busy and don't have time to learn it that good to do it myself I know I should start learning it :)
Title: Re: Questions about DC
Post by: manikus on March 28, 2017, 03:12:18 PM
I don't know what more to say...I gave you an example that you literally only need to cahnge one thing.
For your first kind of food, you just need to cahnge the name! For your second, you just need to change the targeting type of the spell.

I don't mind helping, but I'm not going to do it for you. ;) I know you can do this, because you have done many things already that are far more complicated.
Title: Re: Questions about DC
Post by: Milos Gulan on March 29, 2017, 02:35:38 AM
Ok, I will try. It just look a bit complicated. Thanks for the info.
Title: Re: Questions about DC
Post by: Milos Gulan on March 29, 2017, 07:32:50 AM
Ok here is what I have done in GPDL script. I have copied potion in item editor and edited it a bit, in brackets I have included my comments, it works partialy with exceptions described in brackets. Also I don't know how to change command word for usage to show Eat instead of Drink:

$VAR char;
$VAR rndm;
char = $MyIndex();
rndm = $RANDOM(4) +# $RANDOM(4) +# 4; (I am not sure what is this, does it mean roll d4 + roll d4 and #4 (not sure what is this)

$IF ($GET_CHAR_Ready($Myself(), "WEAPON", 0) != "Meat"){$RETURN;};
$TAKE_CHAR_ITEM($Myself(),"Meat");
$GIVE_CHAR_ITEM($Myself(),"Meat Leftovers"); (this should be posted after drinking, but it doesn't show up, I am not sure where is mistake)

$SET_CHAR_HITPOINTS(char, $GET_CHAR_HITPOINTS(char) +# rndm);
$IF ($GET_CHAR_HITPOINTS(char) ># $GET_CHAR_MAXHITPOINTS(char))
   {
      $SET_CHAR_HITPOINTS(char,$GET_CHAR_MAXHITPOINTS(char));
   };
Title: Re: Questions about DC
Post by: manikus on March 29, 2017, 01:15:48 PM
Isn't this a bit like your car won't start, so the first thing you do is take apart the carburator?

Did you do what I suggested in my earlier post? Make a copy of the Potion of Healing and rename it Meat? Did it work?

As for the GPDL script, when you say modified the potion's script, what do you mean? Changed the name of one item to that of another item? Or did you actually change the script in another way?

To change "Drink" to "Eat", you need to look at your item in the Item Editor. The option is in the lower right quadrant of the editor.
Title: Re: Questions about DC
Post by: Dinonykos on March 29, 2017, 01:50:45 PM
I don't want to interrupt you two, but following this, I checked the healing potion. I assume that both "EAT" and "DRINK" are just modifications of the "EXAMINE" text? If so, does the potion (or Milos' food) also work in combat?

As for the GPDL script, when you say modified the potion's script, what do you mean? Changed the name of one item to that of another item? Or did you actually change the script in another way?
Well, to me it looks like Milos changed
Code: [Select]
$TAKE_CHAR_ITEM($Myself(),"Potion");
$GIVE_CHAR_ITEM($Myself(),"Empty Bottle");
to
Code: [Select]
$TAKE_CHAR_ITEM($Myself(),"Meat");
$GIVE_CHAR_ITEM($Myself(),"Meat Leftovers");
... Which is probably a wise step, otherwise, the meat would remain in the backpack and maybe magically generate an empty bottle, right?

Milos, I assume you have also created an item named "Meat Leftovers"? Otherwise, I guess it is no surprise that the leftovers do not show up...

Title: Re: Questions about DC
Post by: manikus on March 29, 2017, 02:26:23 PM
:D

I can see what was changed in the script, but if he didn't actually create new items (which he never stated), it won't matter.

He asked for help, and I suggested starting with A, B, C, and he answered with P, Q, R. I don't know if he did the first things, and if he didn't, the latter things won't work. ;)
Title: Re: Questions about DC
Post by: Milos Gulan on March 29, 2017, 02:31:49 PM
It didnt worked at start because it was adressed to item potion and I needed to change it in script in meat.

I can't make it work by changing the examine option, it still says Drink instead of Eat that I have changed.

But is ok, if it is too much trouble I can try to figure it out later eventualy but I wan't to know how to change number of HPs. I guess that is done here

rndm = $RANDOM(4) +# $RANDOM(4) +# 4; (I am not sure what is this, does it mean roll d4 + roll d4 and #4 (not sure what is this)

Thanks Dynonikos You are right I would need to make another item named Meat leftovers or Bones but I will not do that now maybe later. And You are right that is the part that I have changed. Here is the full script of item Potion (full name in editor Potion of healing). I really need to faimiliarize with this scripts, I think I should read databases.

$VAR char;
$VAR rndm;
char = $MyIndex();
rndm = $RANDOM(4) +# $RANDOM(4) +# 4;

$IF ($GET_CHAR_Ready($Myself(), "WEAPON", 0) != "Potion"){$RETURN;};
$TAKE_CHAR_ITEM($Myself(),"Potion");
$GIVE_CHAR_ITEM($Myself(),"Empty Bottle");

$SET_CHAR_HITPOINTS(char, $GET_CHAR_HITPOINTS(char) +# rndm);
$IF ($GET_CHAR_HITPOINTS(char) ># $GET_CHAR_MAXHITPOINTS(char))
   {
      $SET_CHAR_HITPOINTS(char,$GET_CHAR_MAXHITPOINTS(char));
   };

Edit: to the last post of Manikus that was done while I was typing.

I created Meat item and then copied over it Potion item. It didn't worked because in the script it stated Potion and when I changed it to meat it worked.
Title: Re: Questions about DC
Post by: Paul R. Stevens on March 29, 2017, 06:49:25 PM
A small thing, perhaps:  I thought $RANDOM(4) would return
values 0 through 3.  If so:

$RANDOM(4) +# RANDOM(4) +# 4

would be

2D4 + 2
Title: Re: Questions about DC
Post by: Dinonykos on April 01, 2017, 01:49:37 AM
I have one question that might fit here:
Let's say I make an item in the item editor, give it to a pre-made NPC, then go back to the item editor and change the properties of the item: Would the item the NPC has also be automatically changed, or is it stored elsewhere in the NPC-related data and would thus not change? In my impression it is the latter...
Title: Re: Questions about DC
Post by: Paul R. Stevens on April 01, 2017, 11:08:44 AM
Let us call items that are available in the database: "Items".
Let us call items in the possession of a character "Possessions"/

In general:
Properties that can change during gameplay are associated
with the "possession".  Immutable properties are associated
with the "item".

Here is a list of properties of "Possessions":
Code: [Select]
int key;
 ITEM_ID itemID; // was GLOBAL_ITEM_ID m_giID;  // exactly one int in size.
 int ready;
 int qty;
 int identified;
 int charges;
 BYTE cursed;
  // how much was paid for item (important for selling)
  // -1 means not purchased, use base item cost in database
 int paid;
 bool m_scriptProcessed;

All other properties are determined by looking up the "item_ID in
the "items' database.  Those properties can be changed in the editor.
Title: Re: Questions about DC
Post by: Milos Gulan on April 02, 2017, 06:15:18 AM
Thanks for the answer, it really helps, I need to get into it. Was a bit busy lately as my group is not giving up on playing but I will try to continue on my work.
Title: Re: Questions about DC
Post by: Paul R. Stevens on April 02, 2017, 09:16:49 AM
Quote from: Milos Gulan
I will try to continue on my work.

I am looking forward to seeing the results.
Title: Re: Questions about DC
Post by: Milos Gulan on April 03, 2017, 03:35:44 AM
I will try :) Here is what I have been doing lately, this sunday that is. I think it looks nice only that I have forgot to put lights in the scene :/ https://www.daz3d.com/gallery/images/334081/

Good news is that I have got Castle Creator and that I will be able to make most of the town in 3d. Now I will need to work on it. This was just a try to make a scene with it and I tried to make a guardian of the well which probably will add soon to my module.

And yes for scripting I really need to learn it good. This was really good method to first try to solve the problem then to search for solution before asking. I think I will have to familiarize more with available tutorials and documentation before everything else.

Now I plan to draw in my notebook paths to forest for my module before making addition to it. I like how it is going, and I hope I will be able to make a nice town scene and lots of adventures and also NPCs of various levels. Will have to work on it. Thanks for the help btw :)
Title: Re: Questions about DC
Post by: Paul R. Stevens on April 03, 2017, 09:40:24 AM
It sounds like a massive creation.  I hope you can finish it
while we are all still around to enjoy it.  I'm 77 years old and
starting to wonder if I will make it.
Title: Re: Questions about DC
Post by: Milos Gulan on April 04, 2017, 06:04:47 AM
I will try, thanks for letting me know about Your age, I was wondering and now things are much clearer. My parents are 70 and this year I felt a need to be much more with them as they are getting old and I just need to take care about them a lot better.

Now thinking about it yes it is a massive one. I tried to do a (big) campaign that consists of lot of smaller adventures. I have not planed limit and was thinking to test what I can do with DC, but it could go all the way to Lv 20 and above to immortal characters, though my thoughts were to concentrate on lower level adventures and fix bugs along the way. That means I should work up to Level 4 for now, later 8 then if things go good to 12, 16 and 20... I planned different version of same places for different levels, but haven't yet tried it and there should be choices for avoiding combat as I am trying to make it focused on the story...

I am developing my own RPG system along the way too and also system for mapping that I can use with DC. I have a notebook where I draw maps and next expansion will be roads.

About in game art, I like to do it but lately I think I should focus on scripting and learning to make in game programm better. I still dream about making my own version of DC that could work with my own RPG system :)

One more thing... this module is my try to continue my previous adventures in my published RPG system. Now I am trying to do 2nd version and somehow I imagined that my previous world exploded and that now there are many small planets, moons and asteroids there full of life and the current adventure is on one of them and adventures could visit others too.

Also there should be option to go back into the past in times before the cataclysm :) only problem is that I will need to redo all that as now my plan is to do English version though I will need to do Serbian and possibly Russian version. I will have to think how to do maps but probably English will be first language for maps if I can't make some smart solution.
Title: Re: Questions about DC
Post by: Paul R. Stevens on April 04, 2017, 10:15:23 AM
Quote
my plan is to do English version

That is the version I would prefer.  I have enough trouble
speaking English.  They tried to teach me Latin: total failure.
Title: Re: Questions about DC
Post by: Milos Gulan on April 04, 2017, 01:41:06 PM
I will try to do what I can, I have to admit that my English is not perfect :). I tried to learn Latin and I still have a book of Latin quotes and phrases. That is a real wisdom, I read it from time to time or on my phone from similar app.

Btw it seems my evil party portrait and icons are missing all except one... I think I will need to do my backup of my mod more seriously from now on. Also I need to download and sort Manikus altered portraits, especialy guards and female human and drow portraits.

One more thing, I tried to make a book of DC commands and tutorials hoping to learn them but for about a year I have not updated it. Hm I was thinking to maybe write a bit about UA history too :) but nm it now. I will need to learn it first :)

 
Title: Re: Questions about DC
Post by: Nol Drek on April 04, 2017, 07:31:20 PM
Hm I was thinking to maybe write a bit about UA history too :) but nm it now. I will need to learn it first :)

This seems like the proper order to me. Learn it first, then write about it second.
Title: Re: Questions about DC
Post by: Milos Gulan on April 05, 2017, 12:35:46 AM
Yes I will. People are very smart and cool here. I will try to learn and document things. Hm I need to ask a favor from Uatu :) and will post about my progress in my mod thread. Need to go to swimming today too :)