Age | Commit message (Collapse) | Author | Files | Lines |
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You can see the full discussion here: [text](https://forums.themanaworld.org/viewtopic.php?t=21455)
Makes Hurnscald indoors silent, town square with bird ambience, town music moved to outside fence, mining camp is silent and map before the moor changed to adjacent east map music to avoid changing tracks for such a short duration on the way to the Graveyard.
The purpose is to make the hangout areas a bit more quiet, in hopes of baiting more people to enable music.
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- upper part of left entrance was in wrong layer and was drawn over player when passing through.
- many multipart tile objects where drawn in the same layer as ground layer so on certain positions the tree was only half way visible so i moved it into the right layer.
- added a missing tree that was see able from 008-1.
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Maps, monsters, effects, also includes the katzei ears with edits.
Additional (bonus) content:
* PvP Coin ("Murderer Coin")
* Golden PVP Cap
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Contains Act 5 maps (by kytty), and Act 4 monsters, items, music, and cutscenes.
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Fixed Fringe Issues with oversized sprites
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Added Tileset woodland_village_x3.png
Fixed Tileset woodland_village.png
Fixed Tileset woodland_x3.png
closes #120
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- Tileset fixes
- Travel / Death modifications
- Tulimshar Beautification Project
- Crypts (Base Release)
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Replaced small NPCs with tiles wherever necessary
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Old style dest_x = <xtile_in_pixels>
New style dest_tile_x = <xtile>
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009-1:
* Layer Issue at 37,32
* some tileset misuse
010-1:
* Collision errors
* edited the Diamond's Cove, collision now square, edited layers, added over2 in which the roof is now, windows into fringe, house into ground.
011-1:
* Layer Issues Plants, Stones around 30,50 going south and west from there
* Collision errors around 64,69 and other collisions
* Layer Issues at the Roof around 94,24
* Tileset Issues at the Roof around 94,24
* Shadow at 54,64
* Shadow at 83,30
* Overlapping: to 014-1, 008-1, 015-1, 011-1 Fixed
012-1:
* Collision error at 140, 144
* several other collision errors similar to 140,144
* some layer issues, some still remain
013-1:
* Warppoint to 055-1
* Collision error at 34,65 and some other places
* Collision + tilesetuse at the magic house
* Layer issues between over and fringe fixed
* Cleaned up all layers, removed tiles which were overwritten by the layer above and moved tiles to the correct layers
* Overlapping to 012-1
014-1
* Overlapping to 027-1
* Collision issues
* Layer Errors
015-1
* Overlapping to 014-1
* Collision Errors
017-1
* Collision errors
* Shadow error at 47,24
* removed plant at 42 ,23
* renamed Road layer to Lower, because there is more than just road on it. Lower fits better
* numerous layer issues
* warp to 056-1
018-1:
* Overlapping to 055-1
027-1:
* Overlapping to 015-1 and 014-1
* Collision Errors
* Changed Collision at House, House is 3 tiles deep therfore only 3 tiles collision
* added a missing tree
055-1:
* Collision errors (Trees, Footbridge)
* Warppoint to 013-1
* Overlapping to 018-1
* Tileset order
* Map now fits into the global continent concept
* Edited monster spawns to fit the larger map
056-1:
* some Collisions
* Overlapping to 017-1
* Overlapping to 055-1
* Warp to 017-1
* Tileset order
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client, which is still supported, can't handle CSV.
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Also remove some executable bits
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If you get merge conflicts from this, prefer yours,
then open in Tiled and save in CSV again, then commit.
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002-1, 009-1, 021-1, 022-1, 041-1, 004-1, 010-2, 005-4, 011-5, 018-1, 018-2, 024-1, 024-2.
Added an over layer, even if unused, on maps 032-1 and botcheck area.
Removed some over layer tiles and put them on ground or fringe layer, depending the sitation of maps: 012-3 (ground), 005-4 (ground & fringe).
Map 011-5 had some collision tiles put outside of the map: layer height = 204, map height = 190.
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Renamed layer names in order to have the same layer naming scheme on all maps.
In 012-3 map, removed an unnecessary layer and transported its tiles to another layer. In game, it looks the same.
All monster spawns in 025-1 and 026-1 that covered the whole map were given 0,0 coordinates.
Improving the warps position on the maps.
Started reviewing all the objects of all maps:
- Giving natural numbers to coordinates, height and width.
- Renaming correctly each object name.
- Avoid the use of capital letters in object properties and type.
- Removed collision tiles put just in front of warps.
- Changed few last map names to fit correctly with the warp names.
- Random layer fixes.
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Some made you warp in the next warp.
Also fixed the indoor warp going from 011-4 to 011-3 and vice versa.
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problems were done because of the automapper.
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changing maps to what it was before,
adding private rooms in the left wing according to intention of original author
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of manually changed warps
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Hurnsald map entrances, plus additions for the crypt quest.
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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-Missing tree in the outskirts
-Missing piece of building
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respawn rates here and there
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Also add some flowers to Hurnscald
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:100644 100644 93ff700... e1badd6... M maps/007-1.tmx
:100644 100644 0091cf2... 2af129f... M maps/008-1.tmx
:100644 100644 eea35ee... 9a84eb7... M maps/009-1.tmx
:100644 100644 4bbc619... a62128a... M maps/011-1.tmx
:100644 100644 ea6315f... 6dbdc6e... M maps/014-1.tmx
:100644 100644 711462f... cd77d13... M maps/019-1.tmx
:100644 100644 ca39abb... df6dc86... M maps/020-1.tmx
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