Windcatcher
03-08-2004, 02:27 PM
I've got some new goodies up on SourceForge today...
Updated texture pack #3
I've added a bunch of new textures for my new zone, and you'll need to re-download zonepack3.zip to view it properly in OpenZone. Also, they're needed for the new mesh objects.
OpenZone 3.8
1. Fixed a bug in the ground editor that caused nested grouped objects to be moved to the wrong position.
2. Fixed a bug where changing the ground elevation in a shifted zone would move the ground to the wrong position.
3. Fixed a crash bug when double-clicking on some scripted object's properties.
4. Fixed the round_table mesh so that you can't walk through it.
5. Added some new mesh objects using the new textures in the updated zonepack #3.
6. Clicking "ungroup object" when an object in a group is selected will remove that object from all groups and move it up to the root level in the object tree.
7. Updated the wall script so it supports multiple doors or windows. Also added a setting so they can be shifted to an off-center position, and added a setting that will cause the script to automatically add a semitransparent "glass" texture in each window if desired.
8. Added some new settings to the box script so any face can be turned off.
9. Added a floor script under the buildings tab that has two features: (1) it automatically breaks up the floor into pieces that are no more than 30 units on a side, which makes it respond nicely to nearby light sources, and (2) it supports a rectangular cutout which makes adding second-story (and higher) floors a lot easier.
10. Added a hanging_chain script under the furniture tab. It makes life a lot easier when adding, for example, hanging light sources of varying heights.
11. When an object is selected, the program will display a yellow selection box around it so you can see which object is selected. If an object is especially complex (like an entire building, for example), it might take a couple of seconds before the box appears.
Updated ZonePack
For the intrepid adventurer brave enough to navigate the winding Caverns of Gur, you will find yourself entering the land of Veldona. Many generations ago a group of barbarians left their home in search of adventure. For many years they trekked lands both savage and benign, until finally discovering the green land which they named Veldona. It is here where they have made their home.
This zone is *not* finished (or even populated), but it's far enough along that you can explore it if you wish. I'm especially open to any suggestions (or even better, assistance) in making this zone, since creating it is proving to be a *lot* of work. I'm also releasing it now because it makes heavy use of the new scripting enhancements in OpenZone 3.8 and would be perfect for anyone upgrading to see what's new. Making towns is perhaps ten times easier than before, but it's still a ton of work.
After I finish typing this I'll unlock my server and put it up. Feel free to join me for a grog at the yet-to-be named inn (naming suggestions are welcome).
WC
Updated texture pack #3
I've added a bunch of new textures for my new zone, and you'll need to re-download zonepack3.zip to view it properly in OpenZone. Also, they're needed for the new mesh objects.
OpenZone 3.8
1. Fixed a bug in the ground editor that caused nested grouped objects to be moved to the wrong position.
2. Fixed a bug where changing the ground elevation in a shifted zone would move the ground to the wrong position.
3. Fixed a crash bug when double-clicking on some scripted object's properties.
4. Fixed the round_table mesh so that you can't walk through it.
5. Added some new mesh objects using the new textures in the updated zonepack #3.
6. Clicking "ungroup object" when an object in a group is selected will remove that object from all groups and move it up to the root level in the object tree.
7. Updated the wall script so it supports multiple doors or windows. Also added a setting so they can be shifted to an off-center position, and added a setting that will cause the script to automatically add a semitransparent "glass" texture in each window if desired.
8. Added some new settings to the box script so any face can be turned off.
9. Added a floor script under the buildings tab that has two features: (1) it automatically breaks up the floor into pieces that are no more than 30 units on a side, which makes it respond nicely to nearby light sources, and (2) it supports a rectangular cutout which makes adding second-story (and higher) floors a lot easier.
10. Added a hanging_chain script under the furniture tab. It makes life a lot easier when adding, for example, hanging light sources of varying heights.
11. When an object is selected, the program will display a yellow selection box around it so you can see which object is selected. If an object is especially complex (like an entire building, for example), it might take a couple of seconds before the box appears.
Updated ZonePack
For the intrepid adventurer brave enough to navigate the winding Caverns of Gur, you will find yourself entering the land of Veldona. Many generations ago a group of barbarians left their home in search of adventure. For many years they trekked lands both savage and benign, until finally discovering the green land which they named Veldona. It is here where they have made their home.
This zone is *not* finished (or even populated), but it's far enough along that you can explore it if you wish. I'm especially open to any suggestions (or even better, assistance) in making this zone, since creating it is proving to be a *lot* of work. I'm also releasing it now because it makes heavy use of the new scripting enhancements in OpenZone 3.8 and would be perfect for anyone upgrading to see what's new. Making towns is perhaps ten times easier than before, but it's still a ton of work.
After I finish typing this I'll unlock my server and put it up. Feel free to join me for a grog at the yet-to-be named inn (naming suggestions are welcome).
WC