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Caravel Forum : DROD Boards : Bugs : Build Marker "remove item"
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Tahnan
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icon Build Marker "remove item" (+1)  
OK, perhaps I have no idea what "Build marker Remove item" is supposed to do. No, wait, no "perhaps": I really have no idea. It seems to tell the builders to remove fuses and bombs and nothing else?

But the upshot is this: when I use it, and then playtest the room, the program beeps. Repeatedly and often, until the bombs/fuses in the area are gone. Meanwhile, drod.err contains repeated iterations of the line:

Assertion error in line 245 of .\BitmapManager.cpp: "this->TileImageTypes[wTileImageNo] != TIT_Unspecified"

Incidentally: what I wanted to do was have builders replace ordinary floor tiles with "Image floor" tiles--i.e., slowly reveal an image. But it seems they can't do that. (Why not?) So I thought perhaps I'd put something in, obscuring the floor image, for the builders to remove, but that turned out to only be bombs or fuses--and doing so gave me that error message. Is there some way to do this, with builders, that I've missed? (I know I could, e.g., cover the floor with NPCs who disappear, but it's not really the effect I want.)
04-19-2007 at 12:48 AM
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mrimer
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icon Re: Build Marker "remove item" (+1)  
Tahnan wrote:
OK, perhaps I have no idea what "Build marker Remove item" is supposed to do. No, wait, no "perhaps": I really have no idea. It seems to tell the builders to remove fuses and bombs and nothing else?
That's the way it currently works, but I agree that's lame. I've added potion placing and removing options. It's possible to extend this further, but I'd like to hurry up with the patch at the moment.
...when I use it, and then playtest the room, the program beeps. Repeatedly and often, until the bombs/fuses in the area are gone. Meanwhile, drod.err contains repeated iterations of the line:

Assertion error in line 245 of .\BitmapManager.cpp: "this->TileImageTypes[wTileImageNo] != TIT_Unspecified"
I've fixed this.
Incidentally: what I wanted to do was have builders replace ordinary floor tiles with "Image floor" tiles--i.e., slowly reveal an image. But it seems they can't do that. (Why not?)
I've added image floor, wall, and pit build options too.
So I thought perhaps I'd put something in, obscuring the floor image, for the builders to remove, but that turned out to only be bombs or fuses--and doing so gave me that error message. Is there some way to do this, with builders, that I've missed? (I know I could, e.g., cover the floor with NPCs who disappear, but it's not really the effect I want.)
Specifically, what other types of items for building did you have in mind?
04-25-2007 at 12:52 AM
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Tahnan
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icon Re: Build Marker "remove item" (0)  
mrimer wrote:
So I thought perhaps I'd put something in, obscuring the floor image, for the builders to remove, but that turned out to only be bombs or fuses--and doing so gave me that error message. Is there some way to do this, with builders, that I've missed?
Specifically, what other types of items for building did you have in mind?
Oh, I don't know, really. I was sort of idly hoping that putting a wall atop an image floor could be removed to show the image, but I'd forgotten that there'd already been a whole "what shows up under a breakable wall" thing. As long as builders can put in image floors, I'm happy. (Though I did find something else...bwahaha. Er.)
04-25-2007 at 01:43 AM
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