Monday, June 11, 2007

Rested

I am back from my vacation. I did not bring a laptop with me, so I missed the 1.4.0 update. Oh well. I should have a awnage client for it by this weekend if all goes according to plan. It only took 45 seconds from when I logged in until I got the first request.

There is now a 1.5.0 roadmap thread up in the EL forums. Interesting read at this point, and I am sure it will get more interesting as time goes on. At any rate, when I got back from my vacation and parsed my 100+ gmails I found that ttlanhil accepted several of my patches for the official client which will then appear in the 1.5.0 release. They are now in CVS for you self-sufficient people. Patches Toggle Analog Clock 806, Visual attack/spell highlight 809, Reorder Quickspells 814, QuickSpell Hover Highlights 833 (though Berlios says it was rejected). All you awnage users have enjoyed these for a while now. In my roadmap (as I mention in that thread) I hope to have some more HUD related updates.

I thought of another one while lying in bed last night wide awake because of jetlag. Some of you know I was a major StarCraft player. I am not sure what is going to happen once SCII is released. Anyway, I really like how in SC you can alt and ctrl click to perform various functions, in addition to using more than one mouse button. So I was thinking of making ctrl-click do a force move. I find it frustrating that I have to find the exact walkable tile by a harvest resource (especially in caves). The ctrl-click would work backward to find the nearest walkable tile and move to it instead. A similar situation is when you want to stand next to someone/thing and you click on them instead. You get the green target on the ground but you do not start moving. Thoughts?

2 comments:

  1. I think, on the rivan forums, a long time ago there was a request to do the force walk thing that you are talking about. That would be wonderful because it is always so frustrating trying to kill something that runs fast only to find that you are too far away from it and so you go nowhere....I don't know about you but in real life it doesn't work that way for me. ;)

    Also I was wondering if it would be possible, while walking through forests not to be forced to go to the bases of trees when you accidentally click on a branch. I don't know if this could be fixed right now due to the tile format in game. Maybe it could be fixed when Ent does his height mapping like he was talking about on the programming forum.

    Just a thought or two

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  2. Yes, Kedan requested a feature specifically in the case of trying to attack something that is visible but outside your attack (or movement) range. If something is greater than a specific distance, the code would need to use the pathfinding algorithm as opposed to a simple move_to.

    As to trees, I think it would be complicated, because sometimes you actually want to click on an object (like a building or a beehive).

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