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PostPosted: Tue Jul 01, 2003 1:25 am 
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Ryandor's Dragon Mod version 9 Plus (9.1)
1 July 2003

This is an add-on for Mod 9 (required). To install, extract to your Dragon
folder making sure you use folder names. It will create some new files and overwrite changed files. Make
sure you back up your Dragon folder if you have custom files. This is
completely compatible with maps made with mod 9.

What's included:

Color: roughgrass
Transition: roughgrass
Item transition: rock2- / star2- (Malas coastlines)
Item placement: roughgrass (swampgrass)
Item placement: swamp
Item placement: prairie and plains

You can get it directly at http://www.ryandor.com/file/pafiledb.ph ... file&id=20

Enjoy.

Please post any comments or questions you may have.


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 Post subject: Mod version 9 Plus (9.1)
PostPosted: Tue Jul 01, 2003 10:40 pm 
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Young
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Guys you definately want this update!

Ryandor has done a wicked job on the Malas (rock2starfield / starfield2rock) coastline. It looks exactly like OSI's

I used this script for a customer I'm making a map for and WOW I was impressed with the Malas coastline, its sweet!

Great Job Ryandor!

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PostPosted: Tue Jul 01, 2003 11:22 pm 
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What about adding these changes to the labelled palette image?


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PostPosted: Tue Jul 01, 2003 11:46 pm 
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Young
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I asked the same question to Ryandor as well... hehe

But there isn't any need to, they are all automatic and as Ryandor pointed out "there is no sense wasting a color position on the pallette, better to save those limited spaces for features that need a color on the pallette"

these new features work perfectly as is and are seamlessly added with no user intervention needed.

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PostPosted: Wed Jul 02, 2003 11:07 am 
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Yes, other than the roughgrass color, there was no need to add colors for the star transitions. Simple just paint the grass next to starfield and it will work (along with the other colors listed).

I should mention that I didn't test the transition with different z values (like grass 10) so the results may not look as good with those, but technically it will work though. I would recommend only using 0 z values for it.


Notice though that I did put the roughgrass color label into the swatch file, and I failed to mention in the read me notes that there I included the revised mapbrushes and map actions to account for the changes.


-Ryandor


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PostPosted: Wed Jul 02, 2003 1:42 pm 
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Young
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Actually the starfield only has 1 Z coordinate color, and that's at 0 so you must use Grass Z level 0 next to the starfield otherwise the transition looks all messed up. I tested this just to see :D

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PostPosted: Fri Jul 04, 2003 3:04 am 
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Slayer of Fools
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Took a quick look through the mod. You have swamp.txt twice in the items.txt, big no-no. One of those needs to be commented out or Dragon tends to crash.

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PostPosted: Fri Jul 04, 2003 5:41 am 
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Ack! Good catch though. Thanks much. I'll update the zip now.

-Ryandor


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