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Questions to the Community Guides and how-to play threads posted by other users |
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11-30-2007, 08:44 AM | #81 |
Baron
Join Date: Feb 2007
Location: Australia
Posts: 699
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cool your doing a great job
can i make a suggestion instead of having a little window that has a part of a map with a dot on it to show where the tele comes out how about a diffrent colour dot when you roll your mouse over it
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Brad - after a year of not playing I have no idea how to play my character, no clue what's going on and have to ask questions every few minutes.... I am the born again noob. |
11-30-2007, 03:28 PM | #82 |
Count
Join Date: Nov 2007
Location: Infinite Improbability Drive
Posts: 1,287
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Actually, this:
is a much more effective way of displaying the teleporters. If only the arrows where directional on that map... What would be imo the best would be to do what's on that pic, connect the two points of the teleport with a line, only do it with a directed arrow, that only appears on mouse over, like the snapshot?
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Hit me, nail me, make me God. Panoramix :: Half Elf Hunter ## Miraculix :: Half Elf Marksman ## Aspirinix :: Wood Elf Conjurer Syrtis :: Horus :: Antartes |
12-01-2007, 04:19 AM | #83 |
Master
Join Date: Aug 2007
Posts: 321
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I'll consider working on a system where the exit point for the teleporter shows up on hover. It's not high priority though, I'm fond of the current extra info system and I'm coding exit and entry coords for teleporters in it at the moment.
The major problem with this, by the way, is unless I'm careful about it.. hmm Take entry point at 20,30. Exit point at 55,90 The with a 15x15px image, the resulting box would span from 20,30 to 70,105. Even though it wouldn't have a background, so far as interacting with the map goes, you'd need to move your mouse OUT of that box before you could hover anything that would otherwise be underneath it. (Realistically this is more like 20,30 to 400,350 or something) There are obvious ways around this, but I'm not going to do it, yet |
12-05-2007, 06:30 PM | #84 |
Pledge
Join Date: Nov 2007
Location: Loretto, Tennessee USA
Posts: 2
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http://kiirani.com/stuff/regnum/ignismap.php is not working as it should, thought you would want to know. Thank You for all your hard work.
Deb |
12-05-2007, 07:51 PM | #85 | |
Master
Join Date: Aug 2007
Posts: 321
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Quote:
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12-05-2007, 08:17 PM | #86 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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your maps are so damn useful, if i see you in the warzone and you look like yer working on them, i wont drop a rock on you, well done on the maps they are really good
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12-05-2007, 08:18 PM | #87 | |
Master
Join Date: Aug 2007
Posts: 321
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Quote:
(Generally if I'm being peaceful I'll take off my gauntlets, helm and possibly bow (if I run into too much trouble I'll need the bow to cast camo, so, leave it on :/), so I'm fairly unthreatening and easy to recognise. Oh yeah, I also run up to people, clap at them to get their attention and wave, then hope they realise who I am and don't kill me XD) |
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12-05-2007, 08:26 PM | #88 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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in that case ill try to kill any aggro mobs if i see u working on map
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12-05-2007, 09:45 PM | #89 |
Baron
Join Date: Jun 2007
Location: Not studying
Posts: 675
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Hey I was thinking... how difficult is it be to make a slideshow for images instead of having just one of them randomly appear on the map?
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12-05-2007, 09:48 PM | #90 | |
Master
Join Date: Aug 2007
Posts: 321
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Quote:
If/When I get around to finishing the python backend, I will probably autogenerate info pages on things like forts and cities, including showing ALL screenshots in the collection (and the thumbnails here would link to fullsize images) (I could probably write a python script to generate an animated gif, but that's a bit complicated and you'd lose the quality of the dynamically sized png) |
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