Here is the TODO, ? means we don't know yet if it will be done by that person. Specifically, I know that I am not the best candidate to design a flyer, perhaps there is someone else in the community who would like to do that?
+ create OpenClonk flyer for the FOSDEM
Newton?
(+ make ready for debian-licensing)
Newton
+ polish menus
Newton, Maikel
+ production menus: show needed material
+ production menus: show/manage production queues
+ production menus: create graphics
+ drag & drop bugs, handling bugs
+ closing button (or similar) for the construction menu.
Newton?
+ enable meshes being displayed in messages
Clonk-Karl
+ create elevator
+ create graphics: model, texture
Mimmo, Newton
+ create cabin graphics: model, texture
Mimmo
+ script elevator
Clonkonaut
+ fix Crash with Find_Action, priority high, need this for the elevator!
Isilkor
+ fix backpack-bug (on closing backpack with mouse, clonk throws)
Sven2?
+ limit earth-storage for digging out earth chunks to max. half a chunk
PeterW?
+ make loam being able to be produced in the foundry (earth+water)
Maikel
+ polish Goldmine.ocs
Maikel
+ adapt the tutorials to the new contents handling (chest in this case)
This will also forward the controls for up and down to the case, so you don't have to regrab (although with the new hotkeys this would be more easy, it's still better if unnecessary).
Regarding the snatching to elevator case - what was that good for in CR btw?
> I was hoping to solve this more elegantly than in CR with the new controls.
I really thought this was more elegantly - from the gameplay aspect.
> Regarding the snatching to elevator case - what was that good for in CR btw?
Easier handling to get a lorry in the case. It's stopped and rotated and positioned so no vertices are stuck below the floor.
>so no vertices are stuck below the floor.
We could (also) make the solid mask of the case thicker
But still, I was suggesting to also make the solid mask thicker because of clonks that try to scale on it. I remember getting stuck in the elevator ground quite often ^^
If that ode were set for the Clonk's top vertices, it would also fix Clonks getting stuck in various places, because you'd always fall down if your legs are free.
But another problem, what happens if there is floor under the lowest vertice? (Case one feet aboce floor) this may cause some mysterious pictures. One part on the elevator and one on the floor
In CR it stuck inside the case and could only be made accessible by driving the case to floor
PS: Mhh, but you are right, sometimes a lorry may be rotated when entering the e case
> Mhh, but you are right, sometimes a lorry may be rotated when entering the e case
Yeah, that's is exactly the case we're talking about here. Unrotated lorry which fit perfectly fine into the case are of less interest ;)
1)one or more wheels are below the solidmask->in my opinion this is the case, when the lorry is not in the elevator->falling down the shaft is right
2)the lorry is above the solidmask->the lowest vertice is above the solidmask->it will collide with the solidmask->the lorry remains in the e case.
3)the lowest vertice is inside the solidmask->?
> in my opinion this is the case, when the lorry is not in the elevator-
Well, that's easy to say but as every experienced well knows there are times where the lorry doesn't behave like you want to. Imagine a tunnel at about middle height of your elevator case. Say the case is just two pixels higher than the tunnel's floor then a lorry might easily slip one of the bottom vertices below the case. Because of the harsh dropdown rule this would result into the lorry falling down the shaft and landing in whatever is down there (water? lava?); even though to the player the majority of the lorry's body was above the case's floor.
> + polish menus Newton, Maikel
+ closing button (or similar) for the construction menu.
>out it does nothing.
It decorates your base :(
It just has to be less ugly!
Maybe you should be able to sell the statue then?
Or change the goal to build 10 statues..! That's more fun than just getting X gold anyway ;)
Building 1 statue is OK because you can explain the user why it is needed to be done. But building 10 statues seems a bit illogical.
>But building 10 statues seems a bit illogical
Heh, the Gods command! http://designer-daily.com/wp-content/uploads/2007/07/easter-island-statues.png
The main problem is probably that building is (was?) cumbersome. The goal clearly shouldn't involve spending the last few minutes just watching your Clonks swinging their hammers. Maybe one could make it slightly more interesting by spicing it up by, say, having a few pedestrals in the landscape that you have to build the statues on in order to fulfil the goal?
Note: As you probably noticed, I prefer "Build X" over "Get X Gold". Also "Get X Gold" requires you to have a base where you can buy/sell stuff.
Maybe we should introduce crystal just for the purpose of being a no-other-purpose ore ;)
>Maybe we should introduce crystal just for the purpose of being a no-other-purpose ore ;)
Well, I do have a ~working magic system lying around..!
> Applies most to Gold, of course: How to make sure the player doesn't just sell it?
That's why I said
> Also "Get X Gold" requires you to have a base where you can buy/sell stuff.
Giving plans for gold statues means you don't HAVE to include a base-thingie where you can sell/buy stuff. Therefore the player can't sell it. :D
> + fix backpack-bug (on closing backpack with mouse, clonk throws) Sven2?
Done.
And Maikel did this:
> + make loam being able to be produced in the foundry (earth+water) Maikel
>+ polish Goldmine.ocs Maikel
Maikel is gone for the next week, perhaps you could do this as well?
Maybe someone else is willing to finish the model? Matthias?
http://forum.openclonk.org/topic_show.pl?pid=8324#pid8324
> I know did some work on it
The old model is better than no model?
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