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#261 |
Registered User
Join Date: May 2021
Location: Los Angeles / USA
Posts: 135
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Karlos, this looks very clean. Doom never looked this good.
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#262 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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#263 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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...
Last edited by Karlos; 11 May 2023 at 21:49. |
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#264 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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off to grab it now
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#265 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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#266 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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#267 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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#268 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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#269 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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.
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#270 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Quote:
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#271 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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Some of the later levels are so overwhelmingly monotextured, I'm dreading working on them.
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#272 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,980
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#273 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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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 ![]() |
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#274 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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#275 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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#276 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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#277 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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Merged.
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#278 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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#279 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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#280 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,476
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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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