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Interactive Dungeon v 3.0: New features description inside ! (updated)
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<blockquote data-quote="Trainz" data-source="post: 2031075" data-attributes="member: 2122"><p>I just talked to Jérôme, and he told me that if I add anymore icons, they won't fit in the toolbars, so that's it, I won't need anymore guys.</p><p></p><p>For your information, here are some of the new features that will probably be added in ID 3.0 (plus of course all current features that can be found on the ID site):</p><p></p><p>-True line of sight: the map will be revealed in a prefect circle around you depending on your light radius; this has the added advantage of eliminating the bug which revealed too much of a map in certain circumstances. Visibility will of course be blocked by impenetrable obstacles (walls, columns...);</p><p>-Images customization: you will be able to add your own items to place on the map, or even change the default ones for some you like better (you could for instance replace the chair one with the image of a nicer chair that you found);</p><p>-Image importation: you will be able to import any image you want (for example, you want to create a huge throne room that has a 20'x40' carpet in it's center, you will be able to);</p><p>-Diagonal walls: this has been highly requested by all of you, and we found a way to implement it;</p><p>-Spell area template: in the combat planner during a fight, let's say a wizard wants to cast a fireball with a 20' radius, there will be a stencil that you will mouse-over the battle scene to see who's in the radius (this one was requested by Morrus, so we gave it a high priority ! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p>-Doors with multiple properties: you will be able to lock or trap the doors on the maps, so that when in the execution mode you move the party's POV through, the door might not let you in (with a message telling you if there's a trap, if it's locked, or both).</p><p>-Combat planner's player character icons will also be sizeable (not everyone is medium size now, especially with EL+ races and spells like <em>enlarge person</em>). The icons in the combat planner will also be customizable with those you want illustrating your character;</p><p>-Any size, as big as your resolution can make it: some requested that we create scrollable maps so that you can in theory create maps as big as you want. This couldn't be achieved. However, The map size is the size of your current screen resolution, so those with very big screens will be able to create maps up to a resolution of 2048x1536, or 126x95 5' squares maps. This is huge. For comparison, the current ID map size is 50x33 5' squares. Of course, if you use such a resolution on a 15' monitor, the details will be very small and it won't be practical, but on those kick-arse 21 inch monitors, or wall projectors, the maps will be huge. The link map function is still there, so you could easilly use ID to remap the Worlds Biggest Dungeon map for map.</p><p></p><p>There are many other functions that are probably currently escaping my mind. Most of what we can do now is because we found a way to program ID with layers, which set us on our way to start work anew on ID. We are reprogramming the whole thing from scratch in a new programming language (the old one was in VB, the new one is in .net).</p></blockquote><p></p>
[QUOTE="Trainz, post: 2031075, member: 2122"] I just talked to Jérôme, and he told me that if I add anymore icons, they won't fit in the toolbars, so that's it, I won't need anymore guys. For your information, here are some of the new features that will probably be added in ID 3.0 (plus of course all current features that can be found on the ID site): -True line of sight: the map will be revealed in a prefect circle around you depending on your light radius; this has the added advantage of eliminating the bug which revealed too much of a map in certain circumstances. Visibility will of course be blocked by impenetrable obstacles (walls, columns...); -Images customization: you will be able to add your own items to place on the map, or even change the default ones for some you like better (you could for instance replace the chair one with the image of a nicer chair that you found); -Image importation: you will be able to import any image you want (for example, you want to create a huge throne room that has a 20'x40' carpet in it's center, you will be able to); -Diagonal walls: this has been highly requested by all of you, and we found a way to implement it; -Spell area template: in the combat planner during a fight, let's say a wizard wants to cast a fireball with a 20' radius, there will be a stencil that you will mouse-over the battle scene to see who's in the radius (this one was requested by Morrus, so we gave it a high priority ! :D). -Doors with multiple properties: you will be able to lock or trap the doors on the maps, so that when in the execution mode you move the party's POV through, the door might not let you in (with a message telling you if there's a trap, if it's locked, or both). -Combat planner's player character icons will also be sizeable (not everyone is medium size now, especially with EL+ races and spells like [i]enlarge person[/i]). The icons in the combat planner will also be customizable with those you want illustrating your character; -Any size, as big as your resolution can make it: some requested that we create scrollable maps so that you can in theory create maps as big as you want. This couldn't be achieved. However, The map size is the size of your current screen resolution, so those with very big screens will be able to create maps up to a resolution of 2048x1536, or 126x95 5' squares maps. This is huge. For comparison, the current ID map size is 50x33 5' squares. Of course, if you use such a resolution on a 15' monitor, the details will be very small and it won't be practical, but on those kick-arse 21 inch monitors, or wall projectors, the maps will be huge. The link map function is still there, so you could easilly use ID to remap the Worlds Biggest Dungeon map for map. There are many other functions that are probably currently escaping my mind. Most of what we can do now is because we found a way to program ID with layers, which set us on our way to start work anew on ID. We are reprogramming the whole thing from scratch in a new programming language (the old one was in VB, the new one is in .net). [/QUOTE]
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