From: SourceForge.net <no...@so...> - 2012-03-31 20:55:34
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Tracker Item Submitted) made by borgomatic You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-03-31 20:58:50
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by nhnb You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Wont Fix Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- >Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-03-31 21:11:18
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by borgomatic You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Resolution: Wont Fix Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-03-31 21:26:29
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by nhnb You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Resolution: Wont Fix Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- >Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 14:26 Message: Ah, okay, there is an unusual extra set of collision in the upper floor of the semos tavern. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-03-31 21:28:48
|
Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by borgomatic You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Resolution: Wont Fix Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:28 Message: I downloaded tiled to examine the map for that level and saw the diagonal tiles are set to collision. The other solution would be to move the portal, but that's a lot more. work. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 14:26 Message: Ah, okay, there is an unusual extra set of collision in the upper floor of the semos tavern. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-04-01 08:06:00
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by nhnb You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Open >Resolution: None Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- >Comment By: Hendrik Brummermann (nhnb) Date: 2012-04-01 01:05 Message: The portals for the tavern are defined in the file semos.xml. You can search for the name of the map. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:28 Message: I downloaded tiled to examine the map for that level and saw the diagonal tiles are set to collision. The other solution would be to move the portal, but that's a lot more. work. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 14:26 Message: Ah, okay, there is an unusual extra set of collision in the upper floor of the semos tavern. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-07-13 17:39:16
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by kymara You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) Assigned to: Nobody/Anonymous (nobody) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- >Comment By: Katie Russell (kymara) Date: 2012-07-13 10:39 Message: Hi, please take a look at the cvs version of the tavern map, I have removed the collisions and reworked the map a little without moving the portal. I think that looks fine and allows diagonal use ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-04-01 01:05 Message: The portals for the tavern are defined in the file semos.xml. You can search for the name of the map. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:28 Message: I downloaded tiled to examine the map for that level and saw the diagonal tiles are set to collision. The other solution would be to move the portal, but that's a lot more. work. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 14:26 Message: Ah, okay, there is an unusual extra set of collision in the upper floor of the semos tavern. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |
From: SourceForge.net <no...@so...> - 2012-07-13 17:40:34
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Feature Requests item #3513785, was opened at 2012-03-31 13:55 Message generated for change (Comment added) made by kymara You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Borgomatic (borgomatic) >Assigned to: Katie Russell (kymara) Summary: Remove blockable entrances to portals Initial Comment: Many portals in the game are located in 'pockets' of collision protected approaches. It's possible, like in the interiors\semos\tavern_1.tmx design, for a single player to blockade leaving the upper floor by just standing in the pocket at the top of the stairs. This has happened to me. And it's not possible with the current collision layer layout to either get past the blocker from a diagonal tile or to push him out of the way. I think the easiest fix is to change the tile maps by erasing the two collision layer tiles, opening up a diagonal path to the portal tile or making it possible to push the blocking player out of the way. (I have seen this same sort of portal entrance problem in many other areas, entrances to cabins in particular.) ---------------------------------------------------------------------- >Comment By: Katie Russell (kymara) Date: 2012-07-13 10:40 Message: Please make a new report for any other sets of collisions which are problematic ---------------------------------------------------------------------- Comment By: Katie Russell (kymara) Date: 2012-07-13 10:39 Message: Hi, please take a look at the cvs version of the tavern map, I have removed the collisions and reworked the map a little without moving the portal. I think that looks fine and allows diagonal use ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-04-01 01:05 Message: The portals for the tavern are defined in the file semos.xml. You can search for the name of the map. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:28 Message: I downloaded tiled to examine the map for that level and saw the diagonal tiles are set to collision. The other solution would be to move the portal, but that's a lot more. work. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 14:26 Message: Ah, okay, there is an unusual extra set of collision in the upper floor of the semos tavern. ---------------------------------------------------------------------- Comment By: Borgomatic (borgomatic) Date: 2012-03-31 14:11 Message: Please try it at the Semos Tavern upper floor. I am currently blocking it. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2012-03-31 13:58 Message: Just walk diagonally to the portal and "Use" it. Do you have any ideas how we can teach this to players? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3513785&group_id=1111 |