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Old 11 May 2023, 18:33   #261
QuikSanz
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Karlos, this looks very clean. Doom never looked this good.
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Old 11 May 2023, 19:40   #262
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I've fixed dozens of lighting and texture glitches since that video. Thanks to UAE, I can run the editor in one instance and the game in another. Generally all I have to do is rebuild the level, switch instance and reload it. Only if I change a texture or other global asset do I need to restart the whole game.

Compared to how it used to be in 1996/97, it's literally a game changer.
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Old 11 May 2023, 21:27   #263
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Pushed a ton of changes for level J to the branch if anyone cares to test. It's still not complete, I'm re-texturing and altering each major area gradually. It's a pretty big level, so there's still quite a lot to do. For now, a few screenshots...
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Last edited by Karlos; 11 May 2023 at 21:49.
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Old 11 May 2023, 22:04   #264
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off to grab it now
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Old 11 May 2023, 23:22   #265
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off to grab it now
I do not recommend a pistol start
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Old 12 May 2023, 22:00   #266
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More changes pushed. I'm slowly reworking the monotonous liminal spaces on the left end of level J. I like the layout but the presentation was poor. I've also included the latest engine build in the push.
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Old 12 May 2023, 22:04   #267
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off to grab it now
Any feedback?
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Old 12 May 2023, 22:17   #268
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Any feedback?
had a quick run through and very impressed

now need to go back and give it another go with your latest updates to the mod and the engine
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Old 12 May 2023, 22:17   #269
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Originally Posted by abu_the_monkey View Post
had a quick run through and very impressed

now need to go back and give it another go with your latest updates to the mod and the engine
Does it have a "research complex" feel to it? That's what I'm aiming for. Once it's been fully reskinned, I plan to add a few secrets and extensions.
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Old 12 May 2023, 22:30   #270
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Does it have a "research complex" feel to it? That's what I'm aiming for. Once it's been fully reskinned, I plan to add a few secrets and extensions.
I can see it being that, once you have finalised the re texturing, not tried the one you pushed just now but will soon
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Old 12 May 2023, 22:41   #271
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Some of the later levels are so overwhelmingly monotextured, I'm dreading working on them.
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Old 12 May 2023, 23:01   #272
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Some of the later levels are so overwhelmingly monotextured, I'm dreading working on them.

From the period when Andy Clitheroe was the only one left working on the project and just wanted to get it over with? ;-)
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Old 12 May 2023, 23:18   #273
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@Karlos

the deflev roll out in controlloop.s needs a bug fix for the second menu

Code:
levelMenu2:
				lea		mnu_MYLEVELMENU2,a0
				bsr		MYOPENMENU

				lea		mnu_MYLEVELMENU2,a0
				bsr		CHECKMENU

				cmp.w	#8,d0
				beq	.levelSelectDone
				SAVEREGS
				;bsr	DEFAULTGAME
				not.b	LOADEXT
				add	#8,d0;<----------bug fix AL
				bsr	DEFGAME
				GETREGS
				move	d0,MAXLEVEL
				add	#8,MAXLEVEL

.levelSelectDone
				rts
as you can probably tell, it was trying to load the level A defaults when loading level I etc.
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Old 12 May 2023, 23:28   #274
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I'm AFK for now, so if you want to raise a PR for that change, I can merge it.
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Old 12 May 2023, 23:30   #275
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Quote:
Originally Posted by eXeler0 View Post
From the period when Andy Clitheroe was the only one left working on the project and just wanted to get it over with? ;-)
I do wonder. Contrast to the first game, where the only slightly iffy level was The Pit. The rest were great.
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Old 12 May 2023, 23:42   #276
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I'm AFK for now, so if you want to raise a PR for that change, I can merge it.
pr raised
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Old 12 May 2023, 23:59   #277
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Merged.
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Old 13 May 2023, 11:15   #278
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I want to prevent the player from using the jetpack in this level. By this point, the player should already have it.

To make this work, I'm thinking that there should be an external area they you have to traverse to get into the complex. This area will absolutely require the use of the jetpack, for example, some sort of impassable acid lake or something. At the beginning you'd find the jetpack and crossing the lake would use up all the fuel so that when you get to the other side, you've expended it all.
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Old 13 May 2023, 13:54   #279
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I had introduced a bug in level J that made it possible to dead-end and not be able to open the area with the yellow key. Fixed, and reworked some liminal spaces.
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Old 14 May 2023, 16:02   #280
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Started retexturing K. The level design is OK, but the lighting and texturing is monotonous in the extreme. The tritile is just everywhere and areas tend to be either fully lit, or fully dark. Attached a before and after of the first "storage" area you enter. Note that the blue texture in the before image is an unintended accident of replacing one of the base textures.
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