Diagonal road in tutorial
PostPosted: 04 Dec 2011, 21:53
Yesterday Jecy reported that in the KaM Remake, the green AI in the town tutorial starved to death. I was quite puzzled by this until he showed me why: (I removed the tree so you can see better)
Because we have blocked diagonal roads, the serfs can no longer access the inn (the bit of road that looks like it connects is actually underneath the inn)
I moved the inn slightly to fix it:
I was wondering whether this could be included in SR3? It would save me keeping a different mission0.dat file for the Remake, as we currently use pure SR3 data files. But I understand if you don't want to include it, after all it is a problem that we introduced.
You can get the "fixed" script here.
I checked every mission in the TSK and TPR campaigns to make sure there are no other cases of this, and I could not find any. (I used the canWalkRoad overlay as shown in the screenshots above, so it would have been easy to see) However, while I was checking I noticed that there are two fisherman's huts in TPR mission 10 which are not connected. See this screenshot. Is that intentional?
Cheers,
Lewin.
Because we have blocked diagonal roads, the serfs can no longer access the inn (the bit of road that looks like it connects is actually underneath the inn)
I moved the inn slightly to fix it:
I was wondering whether this could be included in SR3? It would save me keeping a different mission0.dat file for the Remake, as we currently use pure SR3 data files. But I understand if you don't want to include it, after all it is a problem that we introduced.
You can get the "fixed" script here.
I checked every mission in the TSK and TPR campaigns to make sure there are no other cases of this, and I could not find any. (I used the canWalkRoad overlay as shown in the screenshots above, so it would have been easy to see) However, while I was checking I noticed that there are two fisherman's huts in TPR mission 10 which are not connected. See this screenshot. Is that intentional?
Cheers,
Lewin.