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Old 14 May 2023, 18:27   #281
AlphaAmiga
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Do you need to install your version on top of an original AB3D 2 install, or is it a case of download and go?

Sorry if this has already been covered somewhere.
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Old 14 May 2023, 18:39   #282
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Originally Posted by AlphaAmiga View Post
Do you need to install your version on top of an original AB3D 2 install, or is it a case of download and go?

Sorry if this has already been covered somewhere.
No, it's pretty much self contained at the moment. The work I'm currently doing is on a branch though. I can't merge it back yet as it's not fully playtested.

The simplest way to get it is just to download a zip directly from GitHub if you don't want to have an actual checkout. You might want to replace the included executable with a newer one. @abu_the_monkey routinely posts stable builds on the other thread.

Or if you want to live by the sear if your pants, git clone the repo somewhere accessible to your Amiga/UAE and switch to the confusingly named changes/level-f/f-for-fun branch. Then just run from the icon.
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Old 14 May 2023, 20:18   #283
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Level K should now be free of deprecated textures. That leaves me with just 4 more levels to clear, then one final sweep for cobblestone and we have 3 640*128 wall slots we can repurpose. Oh, and a floor. There's another floor tile that's rarely used that I was thinking to bin as well.

Last edited by Karlos; 14 May 2023 at 23:24.
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Old 14 May 2023, 21:29   #284
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lovin your work
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Old 15 May 2023, 00:07   #285
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found this on my travels, one of the larger triangular rooms also had a 'holodeck' texture in the door runners (didn't get a screen grab as I was getting knocked around like a rag doll).
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Old 15 May 2023, 00:16   #286
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found this on my travels, one of the larger triangular rooms also had a 'holodeck' texture in the door runners (didn't get a screen grab as I was getting knocked around like a rag doll).
Good catch. This level was a PITA, so many small wall segments. I am not sure how I missed this because I kept moving player 1 start position into each room when retexturing behind locked areas. Still, there was bound to be something.

I'm actually looking forwards to coming back to this level to add crates and hidden goodies and the inevitable restyling.
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Old 15 May 2023, 00:19   #287
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Also, level K original be like...

https://imgflip.com/i/7lrrzc
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Old 15 May 2023, 06:13   #288
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Also, level K original be like...

https://imgflip.com/i/7lrrzc
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Old 15 May 2023, 21:49   #289
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Pushed a quick update to level K, I think that's all the holodeck gone. I also swapped out the endless metal clanky floor in the main open spaces to the hexagon tile because... damn that sound is annoying.
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Old 15 May 2023, 23:01   #290
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I was thinking about how to begin improving levels after the basic reskin is finished. So far, the levels haven't had any major departure from the originals in terms of the layout, just the odd extra space, secret etc. The problem with discussing ideas is that it's just a bunch of spoilers for anyone wanting to play it afterwards. Or do people not care?
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Old 15 May 2023, 23:10   #291
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bouncing ideas around in a group could be good.

You can cherry pick the ones you like (and can make work within the constraints of the engine and tooling).

The ideas don't have to be aimed at any particular level at the end of the day, just provide inspiration
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Old 15 May 2023, 23:16   #292
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So one general idea is to increase the verticality of levels. The vertical range possible in the editor is absolutely huge, yet most levels tend to be monotonously flat. After level E, you get the jetpack, and I've added it to F and G so far to make sure the player has it, there needs to be some motivation for it. I added a few high ledges in F to that end.
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Old 16 May 2023, 00:16   #293
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Looking forward a level called “The descent” :-)
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Old 16 May 2023, 00:39   #294
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Looking forward a level called “The descent” :-)
The first game had "The Pit", but it was somewhat iffy. By which I mean it was good, but just not up to the same level as the rest of the game.

One idea I have for a level is some sort of cloning vat area. Either that or a specific alien nest, eating into some bigger structure. Either way, it would have lots of gantries making use of the two level feature and have some big drops and lifts.
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Old 16 May 2023, 20:10   #295
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Updated the cobblestone floor and texture to include the deprecation indication and began sweeping through the levels. Starting at A, I've reached up to K, after which point I'll be sweeping through each of the remaining levels looking for anything deprecated at all.

It has been a bit of a grind so far. There may be the odd bit here and there that I've overlooked.
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Old 16 May 2023, 22:05   #296
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still (slowly) working my way through adding the extensions to AMOSPro to try and build leved303.

Can't seem to find Turbo Plus v2.00 anywhere, if anyone has a copy of it or a link to a copy of it that would be great
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Old 16 May 2023, 23:21   #297
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Originally Posted by abu_the_monkey View Post
still (slowly) working my way through adding the extensions to AMOSPro to try and build leved303.

Can't seem to find Turbo Plus v2.00 anywhere, if anyone has a copy of it or a link to a copy of it that would be great
Someone (Korban?) mentioned an editor implemented in blitz. I wasn't sure if that was just misremembering leveled though.
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Old 17 May 2023, 00:03   #298
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not heard of an editor for ab3d2 made in blitz. that would be cool though.

getting close to being able to make leved, just one odd extension missing which could be down to a version of an extension I have not matching the one used by the AMOS source code when it was written
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Old 17 May 2023, 00:25   #299
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What format are the Amos sources? Plaintext or something tokenised?
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Old 17 May 2023, 00:53   #300
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tokenised
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