Spots

I need to stop posting nothing but bug shots. But here’s one from today:  These odd little surface blemishes.  In this shot, they’re all black.  In others, there are some white ones, too. As before, this turned out to be another little glitch in my multithreaded terrain generation. In MMORPG2, generating the world terrain data…

Don’t fall on this

Another bug screenshot, today. Just found this spot in a generated world.  It’s actually supposed to be a very flat plain (I’ve temporarily removed most terrain features while I’m rehashing terrain modification), but the ground has wound up turning into a bed of spikes. I haven’t fixed this yet, but I think the problem is…

Map editing

For the last week or so, I’ve been working on MMORPG Tycoon 2’s retro-style map;  trying to bring a simplified vector graphic look to the interface, for use in most high-level views of the world.  I can render the full generated world no problem, but it’s a little awkward to work with, particularly when you…

Fun bugs

I’ve been revamping some things to do with monster placement in the core MMORPG Tycoon 2 simulation code today, converting it back to being more like the original MMORPG Tycoon, where monsters get placed throughout the world.  While wiring that up, I accidentally disabled the code which makes AI developers move monsters away from roads. …

MMORPG Tycoon v1.1

While doing some work on MMORPG Tycoon 2 today, I decided that I wanted to look at version 1.1 again, for comparison.  Took me a while to get the project to build (in part because I’ve switched the way that I build SDL and its related libraries, and in part because it’s just such an…