by Chris H » Wed Nov 25, 2009 3:27 pm
Holy crap he's still alive...
This shouldn't be too crazy hard to re-enable if you really wanted it... essentially it was the equivalent of the Ultima games where if you sat there and did nothing, it would pass a turn every so often. Yes, the feature is also used by portals (they use a timeout of zero, essentially it's the engine's way of forcing a turn to pass when you step onto the portal so that the display fully updates) and it's also used - more properly - by terrain that auto-moves you after a certain time. (the slidewalks at the end of the tutorial are a good example, if you sit and do nothing there's an automatic move)
Long ago the automatic timeout "pass a turn" was the default, I changed it because it's a turn-based game and all it really seemed to be doing was giving the player the added hassle of having to use a 'pause' feature. (If a player really wants to just sit and wait, they're going to hit the space bar a bunch of times)
Animation should still be going on even when you're just sitting there, though. If that's not happening, something's wrong...
Anyway, re-enabling the timeout thing would either be a matter of...
1. finding where in the code it says "arcade:=false" and change false to true... that was originally the mode switch, it may or may not still work
or,
2. find where it assigns the default readkey result value and timeout (I'd have to poke in the code to see where this happens) and change the result value to ascii #32. (the whole thing with automatic cycling of the engine is, after all, still going on... it's just going on in a way that doesn't give NPCs a turn or pass any time.)
I'll try to become a more frequent lurker on here ;) Work is still insane though.
- Chris
Holy crap he's still alive...
This shouldn't be too crazy hard to re-enable if you really wanted it... essentially it was the equivalent of the Ultima games where if you sat there and did nothing, it would pass a turn every so often. Yes, the feature is also used by portals (they use a timeout of zero, essentially it's the engine's way of forcing a turn to pass when you step onto the portal so that the display fully updates) and it's also used - more properly - by terrain that auto-moves you after a certain time. (the slidewalks at the end of the tutorial are a good example, if you sit and do nothing there's an automatic move)
Long ago the automatic timeout "pass a turn" was the default, I changed it because it's a turn-based game and all it really seemed to be doing was giving the player the added hassle of having to use a 'pause' feature. (If a player really wants to just sit and wait, they're going to hit the space bar a bunch of times)
Animation should still be going on even when you're just sitting there, though. If that's not happening, something's wrong...
Anyway, re-enabling the timeout thing would either be a matter of...
1. finding where in the code it says "arcade:=false" and change false to true... that was originally the mode switch, it may or may not still work
or,
2. find where it assigns the default readkey result value and timeout (I'd have to poke in the code to see where this happens) and change the result value to ascii #32. (the whole thing with automatic cycling of the engine is, after all, still going on... it's just going on in a way that doesn't give NPCs a turn or pass any time.)
I'll try to become a more frequent lurker on here ;) Work is still insane though.
- Chris