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Qex 0.8
Mar 27, 2011 18:15:32 GMT -5
Post by Keneto on Mar 27, 2011 18:15:32 GMT -5
As of v0.8, object motion will now conform to doors and walls. This is a major change because it means you'll have to remember to open the doors you want things to pass through. At several times while beta testing it, our group forgot to open doors and was confounded when monsters refused to enter rooms.
Valid motion. A is allowed to approach B
Incorrect motion. A cannot navigate to B
Possible solutions could be an intelligence comparison to realize the door can be opened. For example, creatures with an intelligence of 3 or more could be made to automatically open the door.
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Qex 0.8
Mar 27, 2011 18:24:12 GMT -5
Post by Keneto on Mar 27, 2011 18:24:12 GMT -5
There's not likely to be a solution to this in v0.8. A lot of what creatures will do depends on things Qex doesn't know yet. Some of this will never be resolved.
Example 1: If a Human A is locked in a house by Goblin B. Human will consider door as primary access route.
Example 2: If house is on fire, then A will consider (open) window as primary access route. Unless B is threatening window.
Example 3: The house is in a goblin city. Then A might be more cautious about attracting attention (passing through window).
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Qex 0.8
Mar 30, 2011 22:04:08 GMT -5
Post by Keneto on Mar 30, 2011 22:04:08 GMT -5
Qex 0.8 will be able to stack maps
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Qex 0.8
Apr 30, 2011 23:15:47 GMT -5
Post by Keneto on Apr 30, 2011 23:15:47 GMT -5
New: Fog of War. Note that a monster standing in fog of war will still be visible in initative unless you remove it. Enterprising players could use the initiative order to find the monster.
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Qex 0.8
May 15, 2011 3:36:42 GMT -5
Post by Keneto on May 15, 2011 3:36:42 GMT -5
v0.8 is now emerging from beta. The major changes not mentioned so far are...
1) First animated monster (the goblin) has shipped. Runs fine on Vista. Still a little buggy on XP - tends to slow a bit.
2) Movement changed to Navigation Mesh (Press F5 to see it). Not perfected yet, so sometimes creatures won't optimize their line of travel. The era of passing through walls is over.
3) TCP network use massively reduced... now UDP is used a lot more. This will end the crashing of the TCP/IP stack with prior versions. The server and client can no longer run on the same computer - they'll get confused since they both want to broadcast on the same ports.
4) Dumped the horrible external script window and made a native one.
5) Stackable / Linkable maps got pushed back... maybe to 0.8.4 (Mid June) for more testing
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Qex 0.8
Jul 1, 2011 17:49:28 GMT -5
Post by Keneto on Jul 1, 2011 17:49:28 GMT -5
Qex 0.8.4 (Not out yet), which will usher in the stackable/linkable maps, brings a major change to the system of making new maps.
Currently if you click "New Blank Map" Qex erases the map you're on and you begin to edit that same map.
New version: Qex creates a second document. You now have 2 maps. This is similar to how MS Word would do it if you hit "New Document".
I can forsee this will cause memory issues for people on low resource systems who inadvertantly make 10 new maps and don't close the un-needed ones.
Unfortunately, this is a required change if one is to go about joining the maps up to form a "World". Gone is the "256 tile limit" - now GMs can create an infinitely big world.
Also, you won't be able to create teleport tiles to jump from world-to-world anymore. Instead, just join the two worlds in question. Teleportation caused huge network issues with the clients. No wonder MMOs get so buggy around teleportations.
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Qex 0.8
Jul 15, 2011 3:55:03 GMT -5
Post by Keneto on Jul 15, 2011 3:55:03 GMT -5
As the new coordinate system evolves, lots of changes coming into play. Weeks of testing things like file-loading - because no one wants to lose all their saved maps by upgrading.
When 0.8.4 releases you'll need to upgrade all your clients. The stackable-linkable maps can drop terrain data "anywhere" in the world - breaking the 256 limit. Older clients will BSOD on that (They index the coordinates into memory, so they'll be reading/writing over their buffers).
Texture mapping is going to change in 0.8.4... currently, textures are shown backwards on the screen - so writing is illegible. This has never been an issue before... but textures are getting more detailed.
I've tested various stop-gap measures, such as mirroring the entire world - but this also mirrors the landscape. I also tried mirroring the textures on load - but this screws up texture mapping from .3ds files. Really the best solution is to fix texture mapping now before ever hitting v1.0...
A pity - I'll have to remap all the current models.
-K
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Qex 0.8
Jul 19, 2011 13:46:39 GMT -5
Post by Keneto on Jul 19, 2011 13:46:39 GMT -5
Release Date for v0.8.4 is 2011-07-22...
Just getting the final changes done now.
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Qex 0.8
Jul 21, 2011 12:43:03 GMT -5
Post by Keneto on Jul 21, 2011 12:43:03 GMT -5
As the "world" becomes more complex... skills are starting to come into the radar. An interesting problem is on how to do Hide.
In older D&D systems, hide checks were combined with move silently checks. Effectively, two rolls were required. In 3.5+ this has been simplified into one roll.
This line of thought leads to visibility. Should invisible creatures be removed from the screens of players who can't see invisibility? Similarly, should creatures who run out of sight (eg around corner, into darkness etc) simply vanish?
I'd be willing to bet that few DMs remove miniatures from the table for creatures who get out of players line of sight. It remains to be seen what will work well on a computer screen.
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Qex 0.8
Jul 22, 2011 16:25:29 GMT -5
Post by Keneto on Jul 22, 2011 16:25:29 GMT -5
***************** Release *****************
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