Search found 197 matches

by Venger
Wed Feb 14, 2007 1:44 pm
Forum: The Clubhouse
Topic: Mapping Techniques
Replies: 8
Views: 4202

Mapping Techniques

I am constanlty trying to improve my mapping techniques... I recently came across this site. Look at the maps called Birkental and Jarlsstal http://www.mapventures.com/atlas.html Any ideas on the mapping techniques used here? A 3D proggy perhaps, like Bryce? Or does anyone know of a mapping tool tha...
by Venger
Tue Feb 13, 2007 11:47 am
Forum: The Clubhouse
Topic: Thanks Heruca
Replies: 9
Views: 4543

And that, I believe, is exactly why you don't know whether to merely offer thanks or graciously accept thanks for the open praise and recognition you do get. Could be because he probably more often hears griping and whining about this or that than actual appreciative remarks. heheh I coded a databa...
by Venger
Tue Feb 13, 2007 12:23 am
Forum: The Clubhouse
Topic: Thanks Heruca
Replies: 9
Views: 4543

Thanks Heruca

I guess this would be the place to post something like this, since its more of a social thing... *grins* Thanks for listening to us Heruca. It HAS to be nerve wracking with so many requests, so many possibilities, unexpected bugs, deadlines, disappointments, little victories, maintaining this forum,...
by Venger
Mon Feb 12, 2007 9:05 pm
Forum: The Clubhouse
Topic: Call for playtesters, must be proficient in Rolemaster
Replies: 9
Views: 5108

I play MERP which is a sort of Rolemaster lite. And recently I have been thinking of getting Rolemaster as a possible upgrade to MERP if my gaming group shows an interest in the advanced features.

But in any case, count me in for playtesting
by Venger
Mon Feb 12, 2007 8:29 pm
Forum: Submit Feedback
Topic: Question about State Updates over a Network.
Replies: 22
Views: 7368

Oooooo well I cant just sit here and not add my two cents!! As long as a token is sliding across cells, then make a feature where as the token crosses a cell to see if it is trapped or not and stop the token at that point so the player can roll saves!! *devious little mind* Ok ok, Ill hush now *grinz*
by Venger
Mon Feb 12, 2007 8:13 pm
Forum: Submit Feedback
Topic: Hot Links
Replies: 3
Views: 2267

Excellent

Id love to see starting an App as a possibility too whist I am begging hehe

My player character sheets in MERP are all in Excel and clicking on the map to bring up a char sheet would be the cat's meow
by Venger
Mon Feb 12, 2007 7:18 pm
Forum: Submit Feedback
Topic: Hot Links
Replies: 3
Views: 2267

Hot Links

Ok, I know there is a lot of feature requests, and I'm not sure if this one has come up or not, but I will give it a shot Like other requests from me its sort of like a "wish list" and I know there are a lot of other irons in the fire atm How about, the ability to create a region that sits above the...
by Venger
Mon Feb 12, 2007 4:14 pm
Forum: Submit Feedback
Topic: Impenetrable barriers/cells
Replies: 7
Views: 3225

Ok and understandable

Whatever is easier and intuitive gets my vote :-)
by Venger
Mon Feb 12, 2007 2:01 pm
Forum: Submit Feedback
Topic: REQ: Object Glow
Replies: 6
Views: 2773

Ok really its not a big deal.
I didnt know if there was a way to do it at this time by way of a tweek

Work on the other line of sight stuff and things that are more important heheh

And keep up the good work

Thanks
by Venger
Mon Feb 12, 2007 1:41 pm
Forum: Submit Feedback
Topic: REQ: Object Glow
Replies: 6
Views: 2773

This is the GM client with FoW turned on Have a look to the right, where the skull object is Here is a normal scene with no lighting on the skull object http://merp.servegame.com/brpg/Skull_NoGlow.jpg Here is the setting with the one you advised me of.. http://merp.servegame.com/brpg/Skull_Candle.jp...
by Venger
Mon Feb 12, 2007 12:35 pm
Forum: Submit Feedback
Topic: REQ: Object Glow
Replies: 6
Views: 2773

Heya I tried to modify the Candle script under light sources in preferences Candle*Radius*0*1*360 to DimGlow*Radius*0*0*360 And this had the effect of having no light source at all. In other words the object was still invisible in the shadows Perhaps it is possible I do not understand the scripting ...
by Venger
Sun Feb 11, 2007 7:50 pm
Forum: Submit Feedback
Topic: Impenetrable barriers/cells
Replies: 7
Views: 3225

If BRPG can read the individual pixels of a map, the maybe it could be programmed to look at the first pixel in a cell, hex or square, and then if that pixel were lets say... true black, R0,G0,B0, then it would make that entire hex/square impassable Any other color would be a go Then when we paint o...
by Venger
Sun Feb 11, 2007 7:42 pm
Forum: Submit Feedback
Topic: REQ: Object Glow
Replies: 6
Views: 2773

REQ: Object Glow

With all the major things people are asking for, I know Heruca you have a lot on your plate so I kinda feel like a nit for asking this, but I would like Object glow, where I can place an object on the map, and assign a light source "Dim GLow" and only the object itself would be visible on the map ev...
by Venger
Sun Feb 11, 2007 2:05 pm
Forum: Fixed Bugs
Topic: BUG: Purge Media Crash (1.0.5 Beta) [FIXED]
Replies: 1
Views: 2362

BUG: Purge Media Crash (1.0.5 Beta) [FIXED]

WinXP
BRPG 1.0.5

If you open the Purge Media dialogue, and if you do not press PURGE, and if you hit DONE it will crash BRPG every time

There maybe needs to be a CANCEL button with DONE greyed out until PURGE is pressed or something?
by Venger
Fri Feb 09, 2007 5:38 pm
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

also... As an option I can also extend the windows desktop out to the external video port (TVIEW) and then the players see only what I put out there on the extended desktop, such as a player client version of BRPG!! I'm not familiar with the TView specifically, but many scan converters have a button...
by Venger
Fri Feb 09, 2007 5:27 pm
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

Ohh I totally agree!! I have a 32" Westinghouse Plasma HD at home with a SVGA input and its AWESOME! I use it for my main monitor, although there is a stretch feature (that i can disable) that tends to distort the picture some But as far as graphic quality, it is quite good and my buddy and I agree ...
by Venger
Fri Feb 09, 2007 4:56 pm
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

As I recall the NTSC converter will crunch the image down to 640x480 then send it out and it will dither what it has to, and yes if I zoom in on something it displays better. Whatever solution you come up with over a dead token, I will make do The cord from the TVIEW to the TV input is a standard RC...
by Venger
Fri Feb 09, 2007 12:00 pm
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

Oh man the skull and crossbones is really nice. It is prominant and leaves no question as to that creature's condition heheh I'm not sure just the halo would be dramatic enough (especially since it probably wouldn't be black so much as grey.) I would have to agree with FullBleed here. The issue for ...
by Venger
Thu Feb 08, 2007 5:22 pm
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

v1.0.6 will allow you to assign multiple pieces of artwork to depict a figure, and to change the current artwork quickly and easily (the way Portrait art is handled in v1.0.5). If you added a graphic to each unit showing it dead, would that solve the issue of distinguishing it easily on a crowded b...
by Venger
Thu Feb 08, 2007 11:42 am
Forum: Submit Feedback
Topic: Dead guys don't talk
Replies: 19
Views: 7426

Dead guys don't talk

Ok pardon the lame Subject line I was wondering if it might be possible to add one more lable or "condition" to tokens, and that would be "Dead" Maybe it could be a red or black X across the token or a generic dead guy picture or something, any visible cue would help Reason? In MERP when a character...
by Venger
Tue Feb 06, 2007 8:47 pm
Forum: Customer Support
Topic: Map Not Lining Up
Replies: 9
Views: 5388

Yes I could create a new layer, and then import the grapic but here is the rub... when you import a bitmap, you tack down a start point anywhere on the workspace, and then you stretch the bitmap out as large as you want it to be. It will maintain its aspect ratio, but the size is uncertain. Its kind...
by Venger
Tue Feb 06, 2007 11:25 am
Forum: Customer Support
Topic: Map Not Lining Up
Replies: 9
Views: 5388

I see. At the very least I am glad I helped to discover a bug. I know it must be a PITA for you Heruca, but you're probably better off knowing about it since it might affect things further down the chain. In the past I havent made maps to fit into other programs. Since I have been using CC3 as a gam...
by Venger
Tue Feb 06, 2007 1:12 am
Forum: Customer Support
Topic: Map Not Lining Up
Replies: 9
Views: 5388

wow, my bad

well I tried it at first in rc2, and it worked ok, but thats a bit far back tho.
and your suggestions make sense

that'll work, thanks guys
by Venger
Mon Feb 05, 2007 9:27 pm
Forum: Customer Support
Topic: Map Not Lining Up
Replies: 9
Views: 5388

Map Not Lining Up

I need some information about maps I think.

This test map will line up Ok in earlier versions of BRPG
But they wont line up with the later versions.

Please explain why so I can fix my problem

Thanks!

Image
by Venger
Mon Feb 05, 2007 2:33 pm
Forum: FAQs & Tips
Topic: Hidden Room workaround
Replies: 17
Views: 10533

While Im wishing, perhaps this vector masking object could be manipulated by the GM so he could adjust what the players will see, but would not be transmitted to the players until the GM hits an "Accept" button or something, so he doesnt spend a bunch of bandwidth on real time updating, and inadvert...