Author Topic: DC Combat Engine - Differences from FRUA  (Read 2926 times)

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #15 on: October 15, 2015, 01:27:33 PM »
Targetting in combat:
Olivier, you must have an old engine - DC does not select party members when NEXT or PREV are used. Or do you mean friendly monsters? If so, I will give it a try and create a mini-mod to show Paul.

Offline ProphetSword

  • Mod Designer
  • Administrator
  • Hero Member
  • *****
  • Posts: 2883
  • FRUA Lives!
    • Lands of Adventure
Re: DC Combat Engine - Differences from FRUA
« Reply #16 on: October 15, 2015, 03:16:26 PM »
There's also the issue of the weird delay that happens when you kill an enemy.  You'll swing and the monster disappears for a full second, then a skeleton appears.  The delay bugs the heck out of me.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #17 on: October 15, 2015, 03:33:24 PM »
There's also the issue of the weird delay that happens when you kill an enemy.  You'll swing and the monster disappears for a full second, then a skeleton appears.  The delay bugs the heck out of me.

If you give me a mini-mod, I'll put it in the queue.

Offline Olivier Leroux

  • Administrator
  • Hero Member
  • *****
  • Posts: 2326
  • Yip, yip, yip!
Re: DC Combat Engine - Differences from FRUA
« Reply #18 on: October 15, 2015, 07:21:09 PM »
Olivier, you must have an old engine

Oh, I see .... My apologies! I didn't actually work with a current build of DC, my comments were based on my experience with playtesting Dinonykos' latest design, and I presumed it was using an up-to-date version of the engine - apparantly I was wrong.  :-[


Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #19 on: October 15, 2015, 07:28:12 PM »
Olivier, you must have an old engine

Oh, I see .... My apologies! I didn't actually work with a current build of DC, my comments were based on my experience with playtesting Dinonykos' latest design, and I presumed it was using an up-to-date version of the engine - apparantly I was wrong.  :-[

No worries. :D By which I mean, "phew"!
That engine is about 6 or 7 years old.

Offline ProphetSword

  • Mod Designer
  • Administrator
  • Hero Member
  • *****
  • Posts: 2883
  • FRUA Lives!
    • Lands of Adventure
Re: DC Combat Engine - Differences from FRUA
« Reply #20 on: October 15, 2015, 07:38:57 PM »
There's also the issue of the weird delay that happens when you kill an enemy.  You'll swing and the monster disappears for a full second, then a skeleton appears.  The delay bugs the heck out of me.

If you give me a mini-mod, I'll put it in the queue.

How do I create a mini-mod for that?
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #21 on: October 16, 2015, 01:20:39 PM »
There's also the issue of the weird delay that happens when you kill an enemy.  You'll swing and the monster disappears for a full second, then a skeleton appears.  The delay bugs the heck out of me.

If you give me a mini-mod, I'll put it in the queue.

How do I create a mini-mod for that?

It would be a mini-mod featuring a combat that illustrates teh delay.

Offline Olivier Leroux

  • Administrator
  • Hero Member
  • *****
  • Posts: 2326
  • Yip, yip, yip!
Re: DC Combat Engine - Differences from FRUA
« Reply #22 on: October 16, 2015, 02:01:35 PM »
How do I create a mini-mod for that?

It would be a mini-mod featuring a combat that illustrates teh delay.

I guess a combat with a lot of weak opponents would be helpful, so that manikus could easily kill one each round to test the effect repeatedly?

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #23 on: October 16, 2015, 02:20:54 PM »
manikus is not going to kill any. ;) I'm going to watch the playfile to see how ProphetSwrod did the killing. :D

Offline Dinonykos

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2217
    • Dinonykos Dungeon Craft
Re: DC Combat Engine - Differences from FRUA
« Reply #24 on: October 19, 2015, 05:29:40 AM »
manikus is not going to kill any. ;)
One should carefully consider trusting such sentences when they are made in 3rd-person speech...
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

Offline manikus

  • Skriptor
  • Administrator
  • Hero Member
  • *****
  • Posts: 9637
Re: DC Combat Engine - Differences from FRUA
« Reply #25 on: October 19, 2015, 01:50:15 PM »
manikus is not going to kill any. ;)
One should carefully consider trusting such sentences when they are made in 3rd-person speech...

Perhaps it was the wizard hiding behind the curtain that was speaking of his creation... ;) (Not that it makes the statement more trustworthy...)

Offline ProphetSword

  • Mod Designer
  • Administrator
  • Hero Member
  • *****
  • Posts: 2883
  • FRUA Lives!
    • Lands of Adventure
Re: DC Combat Engine - Differences from FRUA
« Reply #26 on: December 05, 2015, 03:25:19 PM »
My suggestion, is that when the new config.txt is ready, you make your game look like FRUA if that is what you want. Actually, because I am trying to do the PoR conversion as if it were 640x400, I will share mine with you. I'm thinking that minus the compass, you can make it look pretty much like FRUA (I mean in proportions, not that you would use FRUA art - unless you wanted to). But this will only work for 640x480.

So, whatever happened with this?
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline ProphetSword

  • Mod Designer
  • Administrator
  • Hero Member
  • *****
  • Posts: 2883
  • FRUA Lives!
    • Lands of Adventure
Re: DC Combat Engine - Differences from FRUA
« Reply #27 on: April 23, 2016, 02:31:23 PM »
My suggestion, is that when the new config.txt is ready, you make your game look like FRUA if that is what you want. Actually, because I am trying to do the PoR conversion as if it were 640x400, I will share mine with you. I'm thinking that minus the compass, you can make it look pretty much like FRUA (I mean in proportions, not that you would use FRUA art - unless you wanted to). But this will only work for 640x480.

Didn't get an answer last time I asked, so I'm going to bump and ask again...whatever happened with this?
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2131
    • Nol Drek's Web Site
Re: DC Combat Engine - Differences from FRUA
« Reply #28 on: April 24, 2016, 10:00:22 AM »
My suggestion, is that when the new config.txt is ready, you make your game look like FRUA if that is what you want. Actually, because I am trying to do the PoR conversion as if it were 640x400, I will share mine with you. I'm thinking that minus the compass, you can make it look pretty much like FRUA (I mean in proportions, not that you would use FRUA art - unless you wanted to). But this will only work for 640x480.

Didn't get an answer last time I asked, so I'm going to bump and ask again...whatever happened with this?

I think it's a work in progress: http://ua.reonis.com/index.php?topic=2518.120
"Into the Drachensgrab Mountains!"

http://www.noldrek.com