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Flagging RPG complexity features

Wed, 10 Feb 2010 14:41:28

RambOrc

Since KRPG has no multiplayer, would it be possible to use the Deathmatch and Cooperative flags assignable to things to flag stuff for the "simple" and "complex" RPG settings? i.e. - if an object exists on any RPG complexity setting, both boxes are unchecked in the editor - if the object exists on simple and complex settings but not when the RPG setting is set to "off", both boxes are checked - if the object exists only on "simple" but not on "off" or "complex", only the Deathmatch box is ticked - if the object exists only on "complex", but not on "simple" or "off" modes, only the "Cooperative" box is ticked
Wed, 10 Feb 2010 14:56:21

Crimson Wizard

Yes, it's possible, but why using DM & Coop flags? We can add new flags like we did for KA.
Wed, 10 Feb 2010 15:18:14

Firebrand

I agree with CW on this, what if we later decide to add multiplayer support? <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Wed, 10 Feb 2010 15:27:19

RambOrc

I am just a bit wary of having too many things that can't be really edited with the GUI editor, it's a lot easier to edit stuff on a map with DB2 if all frequent functions are included in the GUI rather than having to consult a list of dozens or more numbers that I have to input into the raw data of an object, too easy to lose track what is actually on a map after a time.
Wed, 10 Feb 2010 16:38:36

Firebrand

Fortunately, DB2 GUI is designed to add this type of flags easily, just defining their values and the text for them <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, I don't know if it has limits to them, but AFAIK there aren't any.
Wed, 10 Feb 2010 17:17:46

RambOrc

OK, that should solve the problem. Does that work in the latest public build? Or does it only work with the SVN compilation you recommended me to use (and I didn't even try <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->)?
Wed, 10 Feb 2010 18:18:05

Crimson Wizard

[quote="RambOrc":2woqdcxt]OK, that should solve the problem. Does that work in the latest public build? Or does it only work with the SVN compilation you recommended me to use (and I didn't even try <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->)? This was implemented in DB1 even. That's how I added extra thing flags for KA config.
Wed, 10 Feb 2010 19:23:16

Firebrand

[quote="Crimson Wizard":33vdme64][quote="RambOrc":33vdme64]OK, that should solve the problem. Does that work in the latest public build? Or does it only work with the SVN compilation you recommended me to use (and I didn't even try <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->)? This was implemented in DB1 even. That's how I added extra thing flags for KA config. HA HA! <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> I recommended you to try the SVN version because the configuration files now can use an "include" reserved word, which makes it easier to make configuration files for our projects, because basing ourselves on the already existing Vavoom and ZDoom configs we only need to type the new things we add instead of writing everything from scratch.

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