| Valery   
   Posts: 2196
 
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				Or find a white talkie-walkie.. 
Is it indeed bad? I can see it in game:
  
				
(This post was last modified: 22.01.2010 01:29 by Valery.)
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	| 22.01.2010 00:50 |  | 
	
		| UksusoFF   
   Posts: 562
 
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				Quote:It is a talkie walkie. Used to call support and orbital bombing by the Daedalus ship. 
вообще не понятно что это без пояснения, 
maybe it will be better:
 or rotate your picture on 45 deg?
			 
 
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	| 22.01.2010 02:03 |  | 
	
		| Valery   
   Posts: 2196
 
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				On my way    
Things advancing fast, economy done, battle scripts done, locations done (250!), creatures done. Working on custom quests. And waiting city from Astaroth
				
(This post was last modified: 25.01.2010 06:47 by Valery.)
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	| 25.01.2010 06:11 |  | 
	
		| Valery   
   Posts: 2196
 
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				Calling the cruiser Daedalus for orbital bombing in battle: 
Launches meteor shower at 66 spell power. Has own animations and custom sounds.
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	| 26.01.2010 23:18 |  | 
	
		| Valery   
   Posts: 2196
 
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				I have a question for the wizards here: 
The battle icons were changed to custom menus, it means that clicking right on Ronon for example will open a menu with different actions possible. However on click-left, the "system option" is still enabled so you can use two clicks on the same icon (right and left)
 
My question: as it can be seen, the battle hint informs the player that he can click left to open system options. I have two possibilities: split Ronon pic in two and keep in a corner the system options icon, so the player can see it, or leave as it is and the hint will inform the player.
   
Or:
  
What would you prefer?
			
				
(This post was last modified: 02.02.2010 02:08 by Valery.)
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	| 02.02.2010 01:49 |  | 
	
		| Valery   
   Posts: 2196
 
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				Can you accord your violins? :D 
The idea of keeping original icons inside is nice, but my awesome Photoshop skills are somehow...
 
Ok, last:
 
Which one?
     
I can't do better. The hint is there in both cases.
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	| 02.02.2010 02:50 |  | 
	
		| Berserker   
   
   Posts: 16786
 
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	| 02.02.2010 02:55 |  | 
	
		| Valery   
   Posts: 2196
 
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	| 02.02.2010 02:59 |  | 
	
		| Valery   
   Posts: 2196
 
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				I have to choose one jet from 2 possibilities: 
First choice, jet use column 90-96 and has reversed animations, here it attacks from left to right, small model using OB ID=85
 
Second choice, jet use column 3-10, has reversed animations, here it attacks from right to left (depends on where the mobs are positioned). Big model, uses OB ID=8
 
Which one is better? They both starts on the first column square and move towards the end column then launches meteor shower on target
			
				
(This post was last modified: 03.02.2010 01:30 by Valery.)
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	| 03.02.2010 01:28 |  | 
	
		| Valery   
   Posts: 2196
 
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				Backgrounds in: 
In two weeks or so I start final testing. I had to import the 15-20 custom Heroes portraits I use because with more than 12 !!HE:L2 the game gives error about missing bitmap, without precision, strange. It seems we can't have more than 12 new portraits in data or whatever.
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	| 07.02.2010 22:29 |  | 
	
		| Berserker   
   
   Posts: 16786
 
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	| 08.02.2010 01:03 |  | 
	
		| Valery   
   Posts: 2196
 
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				For example: 
Code:
 !?PI;
 !!DO5085/0/155/1:P; [Remove all starting skills and spells]
 
 [Set custom portraits]
 !!HE106:L1^h2s.pcx^;
 !!HE106:L2^h2l.pcx^;
 !!HE9:L1^TeS.pcx^;
 !!HE9:L2^TeL.pcx^;
 !!HEx:L2...(I am using only large different portrait for next ones)
 !!HEx:L2...
 !!HEx:L2...
 [UP to 15]
 
When having 15 custom portraits, on reload game (only once) it pop a "bitmap16 missing", no name or whatever. Once you reloaded a first time and got the error, it will not show anymore and game runs ok.
 
If I remove 3 portraits from commands (anyone, does not matter), the error is gone. So the max is 12-13 that you can have in instructions. 
 
When testing I removed all objects from map and all scripts, so it was only the instructions, to avoid interference.
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	| 08.02.2010 07:27 |  |