On Mon, Aug 6, 2012 at 10:33 PM, Kai Sterker kai.ster...@gmail.com wrote:
On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote:
Pushed the latest pathfinding code, with a few open issues resolved
and at least generally in a clean state. Still not done completely,
though.
On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote:
Pushed the latest pathfinding code, with a few open issues resolved
and at least generally in a clean state. Still not done completely,
though.
Going up stairs also works now, although not perfectly. There are
instances
On Monday, July 23, 2012, Kai Sterker wrote:
On Mon, Jul 23, 2012 at 10:09 AM, Josh Glover jmg...@gmail.comjavascript:;
wrote:
You can use it, but worldtest might be
the better option for now.
Ok, makes sense. How would the adonthell program differ from worldtest?
Just by not hard-coding
On Mon, Jul 23, 2012 at 10:24 AM, Josh Glover jmg...@gmail.com wrote:
Ok, makes sense. How would the adonthell program differ from worldtest? Just
by not hard-coding the loading of the player and NPC?
I thought a bit about the possible options we have and I see two ways
how it could work in
On Monday, July 23, 2012, Kai Sterker wrote:
On Mon, Jul 23, 2012 at 1:37 PM, Josh Glover jmg...@gmail.comjavascript:;
wrote:
I like the idea of a global executable.
Yeah, it's probably the better solution. There's still room for
customization in the Python script that gets called.
On Sun, Jul 8, 2012 at 4:34 PM, Kai Sterker kai.ster...@gmail.com wrote:
Committed my first changes to the pathfinding code. It's basically
some code cleanup, better test and a few small improvements to get it
working with the test map. To see stuff in action, run
./path_test -g
Y'all,
having finally warmed up, I'll be looking into one of the remaining
issues needed for WE: making pathfinding aware of the 3rd dimension.
So far it only works for ground level pathing, but Redwyne Inn will
have cellar, first and second floor at least, with NPCs walking around
on either