On 8/27/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> Brendan Lally wrote:
>
> > updating the maps isn't too hard, in fact the following is a diff that
> > does just that. (I haven't included much context here, partially for
> > brevity, partially because anyone playing with these maps in the
> > ed
Brendan Lally wrote:
updating the maps isn't too hard, in fact the following is a diff that
does just that. (I haven't included much context here, partially for
brevity, partially because anyone playing with these maps in the
editor will probably break this diff anyway.)
I'm tempted to reduce t
On 8/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> And this is what happens when you allow developers from England to
> post to the mailing lists ;)
It really isn't that hard you know
an inch is the length from the end of your thumb to the first knuckle.
a barlycorn is 1/3rd of an inch.
And this is what happens when you allow developers from England to
post to the mailing lists ;)
Yes, your estimates seem very good. If others agree it would probably
be a good idea to document all this somewhere and update the signs and
so on in the game and maps.
On 8/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> I don't really like junk losing the properties of original junk. Sure,
> lying in a pig pile it seems like junk, but you are occisionally able
> to extract useful items from piles of things if you look hard enough.
I never suggested losing the
On 8/26/05, Brendan Lally <[EMAIL PROTECTED]> wrote:
> one way of dealing with this might be to check whether the item uses a
> body slot, and make a determination based on that, but it doesn't help
> much with things like books, which probably should stack in that way.
I don't really like junk lo
On 8/26/05, tchize <[EMAIL PROTECTED]> wrote:
> limiting the number of object on a specific square sould be a good thing too.
> It's such bizzare to be able to put 600 axes on one appartment square :s
well, yes, but how do you do it otherwise? if you have a big stack of
items then sure, any more i
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