skill leveling from building

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zaroba
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skill leveling from building

Post by zaroba »

is thier a perticular setting to make it so you have to have a certain level skill to build a building?
or is this not around until 1.32?



also, what happened to hill climb settings?
and the map ownership setting?
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Post by Mit »

Skill levels for building is World -> Skills mode 1. Its in the current vers.

Hill climb settings were removed temporarily coz they didnt work properly. At the weekend ill sort out a proper version, thatll completely stop ppl gettin past a steep slope.

Map ownership is Graphics -> Display Mode 3
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Post by zaroba »

ahh, cool, thanks
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Post by hedgehog »

Mit wrote: Hill climb settings were removed temporarily coz they didnt work properly. At the weekend ill sort out a proper version, thatll completely stop ppl gettin past a steep slope.
the other bit i'm noting we prolly need on the model and skin circuit once that's sorted, is nice planars(well, maybe one or two, mostly a lotta skins) to go around the top of cliffed-in areas, specially for the new non-fogged sky rendering modes so we can hide the horizon a bit.

i've recently been playin' zelda64 again quite a bit, lookin for various ideas on stuff like that. nearly all of their "outdoor" areas aren't really any crazier than ours -- in some regions, there's maybe 5 areas that all use the same basic planar of some crappy trees off in the distance. pop 'em up on top of a "wall" that allows you to move forward or back diagonally but not up, and it's a pretty convincing "area"

UT and them of course do that around the entire perimeter instead, but if landscape and modeling efforts were lined up nice enuf, i bet we could do some pretty funky things.

back on topic - a world setup question: would planars that big start clipping? or is that all covered in the large object renderer and those crashes you'd fixed for 1.32?
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Post by Mit »

mm, itd probably clip... mm.. will prolly need a building info display tag in the .dat to signify different sorts of rendering things.... weekend job.
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Post by hedgehog »

weren't background models introduced to do that sorta thing, or was that largely collision?
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Post by zaroba »

how about the setting so that when blown up, people spawn in the town they have residency in? looked threw the chm file but diden't see anything about it
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Post by Mit »

good point. Destroyed vehicle effect 6 and 7 do that for 0.1.32.. 7 resets inventory.
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