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LbaNet Multiplayer version of LBA1

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  #26  
Old 2010-03-06, 14:53
Kobold's Avatar
Kobold Kobold is offline
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It will be hard to implement other characters besides Twinsen. We first would need a proper program to create new character animations - Link has been working on one, but I'm not sure whether there has been any progress lately.
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  #27  
Old 2010-03-06, 15:24
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Lupin Lupin is offline
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Well, incidently, I started working again on this last week, I always keep thinking about this program, but have little time to make decent progress. I should start a thread soon about some issues I want to discuss, to make sure the program is actually useful for most LBA projects.
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  #28  
Old 2010-03-06, 20:33
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Polaris Polaris is offline
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True, but I like the idea of a racing/vehicle driving system.
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  #29  
Old 2010-03-06, 21:47
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Mazaka151 Mazaka151 is offline
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Quote:
Originally Posted by Kobold View Post
It will be hard to implement other characters besides Twinsen. We first would need a proper program to create new character animations - Link has been working on one, but I'm not sure whether there has been any progress lately.
I once tried replacing twinsen's model with other models like francos or the monkey in lba2 , it resulted in retard like walking and hands spinning around and all kinds of crazy stuff
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  #30  
Old 2010-03-09, 16:19
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Mazaka151 Mazaka151 is offline
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Casino for gambling =)
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  #31  
Old 2010-03-11, 18:48
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Kobold Kobold is offline
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Quote:
Originally Posted by mazaka151 View Post
I once tried replacing twinsen's model with other models like francos or the monkey in lba2 , it resulted in retard like walking and hands spinning around and all kinds of crazy stuff
Yes, that's because you didn't replace Twinsen's walking animations with the walking animations of the Franco / the monkey (in ANIM.HQR)
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  #32  
Old 2010-03-11, 19:53
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so whats the problem then to use other characters ?
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  #33  
Old 2010-03-11, 20:02
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Twinsen has many more animations than other charaters do - he has animations for all four behaviour modes that are different, and he also has many more moves than the rest of the LBA characters.
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  #34  
Old 2010-03-15, 15:30
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I thought that if we want to merge all the maps into one big, maybe we could use those whose picture can be find on the rmp website

Spoiler:


by the way, does anyone knows what the sphero on the bottom right is doing in his boat ?
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  #35  
Old 2010-03-15, 16:28
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Polaris: if you check the Giant Principal World, it does not work that easily because the ground at the harbour is at a different level than the ground at the fortress next to it. Also all the buildings obscure the area behind it so they should probably be further apart. I also think that this is a bit small for Principal Island considering what the holomap tells us:





The sphero was just a joke that the creator of this picture put there. It doesn't exist in the game.
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  #36  
Old 2010-03-15, 18:15
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That's why I said we could this map, the area behind the fortress is filled. For the size of the island... I guess there's nothing that can be done about it, It would take a lot of time to create the whole island, fill it with caracters, quests etc...
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  #37  
Old 2010-03-15, 18:40
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It can't be done with the map tools we have currently.
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  #38  
Old 2010-03-16, 00:06
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How was it done then ? The author (who was he by the way ?) simply put the images next to eachother in an image editing program ?
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  #39  
Old 2010-03-16, 23:40
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I'm quite sure how it's made, and the parts not visible in the game is just made-up extras.

But yes, there is a whole treasure of these kind of maps I've seen but they are as far as I know spread around the MBN and other fan sites. Must've taken ages to create them.
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  #40  
Old 2010-03-17, 00:07
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They can all be found on the RMP website, at the map section.
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  #41  
Old 2010-03-18, 16:18
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That image was made my McKay back in 2002 (yay for Twinsunica's related threads)

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  #42  
Old 2010-09-01, 14:42
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DarkOnistar DarkOnistar is offline
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*reviving suggestions* You can never have enough ideas

I've been map making a new LBAnet World called "Colozen" and after going through the stages of map making I've thought of ideas that might prove useful.

=============
1. In LBAnet have an error reporter.
- A menu would pop-up giving the player's location and coordinates of where their character is standing. A text box will allow the player to input what error they have found. A suggestion drop-down menu can be used as the title so sorting these errors is made easier.

Fake Example.

DarkOnistar - Map2_1 (22, 01, 43) (the map name and coordinates let Rincevent and the map maker know where the bug was found so we don't have to spend as much time scanning for where it was)
[ Voids ] (voids, decoration, wrong entrance size, other, items)
{ I was walking along when suddenly I fell through the map. The building obstructed the view of the hole so when I was running about I just fell in it. } (a text field for comments can prove useful as some bugs can be found by doing complicated things.)
=Submit= (a button for submit - the cancel could be at the top of the window)

------
2. Ingame editor
LBAarchitect is useful for making grids but to make things ingame like ladders, items and actors.. It would be useful to have an ingame editor to achieve this. Instead of doing it manually which isn't very user friendly.This editor would not submit any changes online though, only local.
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  #43  
Old 2010-09-01, 18:02
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Quote:
Originally Posted by DarkOnister View Post
=============
1. In LBAnet have an error reporter.
- A menu would pop-up giving the player's location and coordinates of where their character is standing. A text box will allow the player to input what error they have found. A suggestion drop-down menu can be used as the title so sorting these errors is made easier.
That's a very good idea indeed. Would be very usefull. Will add that to my todo list


Quote:
Originally Posted by DarkOnister View Post
2. Ingame editor
LBAarchitect is useful for making grids but to make things ingame like ladders, items and actors.. It would be useful to have an ingame editor to achieve this. Instead of doing it manually which isn't very user friendly.This editor would not submit any changes online though, only local.
There is already such editor but it is not public. It is too buggy and not really user friendly this is why I did not release it. I did not have time yet to spend on this part. Will come back to it at later stage. Waiting for that I can give you to current editor but you will have to use it with caution and make copy of your data file frequently so that not to loose your changes in case of crash.
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  #44  
Old 2010-09-01, 18:44
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