Author Topic: Area conflicts  (Read 2042 times)

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Offline Red Carnelian

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Area conflicts
« on: July 03, 2015, 05:26:43 PM »
I was looking at the area problem you've having. The Forgotten Forest areas have travel regions all along the outside of each area. Originally these were designed to keep you within the Forgotten Forest so the only way out was the way you came in. Once you appraoch an edge then you're supposed to be moved to the next forest area as long as certain conditions are true. The travel regions are causing a conflict with the map code. If you want more freedom of movement say from one of the areas to an another area outside of the Forest you will have to remove the travel regions. You can see these in DLCTP. The search maps also will need to be correct.

I think originally these areas were always meant to be shown in an inactive state on the world map with only one way in and out. Hence the name The Forgotten Forest.

The Drizzt Saga uses one block of code to do all the heavy lifting for area work having the area details and travel data seperate from the code making it a lot easier to deal with. I have used the same technique with the upcoming release of The Stone of Askavar. You may want to look at that as a reference.
« Last Edit: July 03, 2015, 05:33:33 PM by Red Carnelian »
Little is known of Nirel, a powerful cleric who could resist the spells of his enemies. However, history does record that he was a vile zealot whose hatred for followers of other faiths knew almost no bounds. It is said that he kept the heads of his victims as trophies and was personally responsible for defiling over one hundred temples of other faiths. In the centuries since, his mace has appeared in the hands of evil clerics across the Realms.

Offline wise grimwald

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Re: Area conflicts
« Reply #1 on: January 12, 2016, 10:06:14 AM »
There is now a bigger problem than the original one.

There APPEARS to be other ways in and out of these areas. However every time that I tried to exit an area from a point other than the original exit points, the game crashes.

Because I have played the original mod, I knew where the original exit points were, and hence was able to navigate OK.

However that would not be the case if I were a Noobie.

Offline Red Carnelian

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Re: Area conflicts
« Reply #2 on: January 12, 2016, 01:51:00 PM »
This will be sorted once the TUTU version I'm working on is finished.
Little is known of Nirel, a powerful cleric who could resist the spells of his enemies. However, history does record that he was a vile zealot whose hatred for followers of other faiths knew almost no bounds. It is said that he kept the heads of his victims as trophies and was personally responsible for defiling over one hundred temples of other faiths. In the centuries since, his mace has appeared in the hands of evil clerics across the Realms.

Offline wise grimwald

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Re: Area conflicts
« Reply #3 on: January 13, 2016, 11:10:56 AM »
Good to hear.

At least if people read the old walkthrough, they should be able to use the mod as it is.