Re: [Adonthell-devel] Started work on Waste's Edge map

2012-10-21 Thread Kai Sterker
On Mon, Sep 17, 2012 at 11:04 PM, Kai Sterker kai.ster...@gmail.com wrote: * Recognizing doorways still not implemented. Been pretty quiet about that, lately, but have been working on that for a little while. It's slowly coming together, but some details remain before I can commit my changes.

Re: [Adonthell-devel] Started work on Waste's Edge map

2012-09-25 Thread Kai Sterker
On Mon, Sep 17, 2012 at 11:04 PM, Kai Sterker kai.ster...@gmail.com wrote: Took me a while to get anything done, as I had too much else going on that kept me occupied. However, I finally managed to get down to the following two items. * Noticed that the pathfinding can get into an endless loop

Re: [Adonthell-devel] Started work on Waste's Edge map

2012-09-17 Thread Kai Sterker
On Wed, Sep 12, 2012 at 10:53 PM, Kai Sterker kai.ster...@gmail.com wrote: Today I have added the zones required by the path_test program, so in theory it is now possible to run ./path_test -g ../.. wastesedge and press 'p' to schedule a pathfinding task for the NPC on the map. In

Re: [Adonthell-devel] Started work on Waste's Edge map

2012-09-12 Thread Kai Sterker
On Mon, Sep 3, 2012 at 8:56 AM, Kai Sterker kai.ster...@gmail.com wrote: Anyway, as for my own progress, if I did not forget anything, it's now possible to use wastesedge data with worldtest to look at the work-in-progress map. Still has some issues I need to track down, though: * The

Re: [Adonthell-devel] Started work on Waste's Edge map

2012-09-03 Thread Kai Sterker
On Tue, Aug 28, 2012 at 6:42 AM, Josh Glover jmg...@gmail.com wrote: All in all my goal is to get the map done as far as possible, That will be really great! I think once we have a functional (if not complete, from an art point of view) WE map, it will be really motivating. That's what I