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#341 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Can you tell what it is, yet... ?
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#342 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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#343 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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#344 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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#345 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
![]() ![]() ![]() scratch that, frakswe just sent me a link to a copy of it ![]() Last edited by abu_the_monkey; 19 May 2023 at 19:37. |
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#346 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#347 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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I pushed changes to Level M (which was almost entirely made of textures that needed replacing) which includes some new secret bits. It's still not considered finished but the new bits were built with LevelEd 304.
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#348 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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ok, so I built the original v303 and it did produce a different sized binary to the one from aminet. I can only assume it is an extension or a compiler option
![]() either way it seems to work. converting to and from AMOS/ASCII seems not to work so well ![]() |
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#349 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Some things I've noticed are nonfunctional (also in 303)
Can't assign aliens to teams. Can't assign the initial target control point for an alien. |
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#350 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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We might be able to make a change to both the editor and the engine for a new feature: doors that can be opened by aliens. One or the longstanding complaints about the game AI was that aliens can't open doors. What I propose is that we allow selected doors to be openable by aliens in levels created in 304 for our new build. That way we don't break backwards compatibility.
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#351 | ||
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
Quote:
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#352 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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After a significant grind, the reworked level M is ready for playtesting.
I did find a very interesting bug that doesn't seem to be leveled 304s fault. I can't tell if the bug is in the editor or the game. I added a secret area that was hidden behind lift L, however I coupe not get this lift to lock at all, even when held by multiple objects. I had to change it to be a door. Yet in other levels there are lifts held by objects, so perhaps there is a bug with lift slots above a certain number. Last edited by Karlos; 21 May 2023 at 15:12. |
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#353 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Started reskinning N (just to replace the deprecated textures with their relocated versions). It's another level that's extremely monotonously textured and hasn't had any prior work done at any point "back in the day".
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#354 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
hopefully I will get some time to give your latest changes a test run this evening. |
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#355 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Once I've done with the replacing of deprecated textures, I can begin changing/replacing bits of the game. I always thought the last level was really disappointing. I mean I do like the boss, but the whole level is just you being stuck in an arena with it and his four annoying mates.
I would rather have something you fight your way through, building up to that sucker at the end. |
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#356 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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#357 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Quote:
I have a request for a feature that would make level editing somewhat easier, especially outdoors: 1. Select a Zone 2. Enter a lighting direction, specified in degrees, where 0 = From East, 90 = From North, 180 = From West, 270 From South. 3. Enter three wall brightness displacement values, base, min and max, where min <= base <= max. Each wall in the zone will then have it's brightness displacement calculated as the base value plus an adjustment based on the min, max and the angle the wall makes with the lighting direction: When the wall is parallel (or antiparallel) to the lighting direction, the wall brightness displacement is just the base value, i.e. pure ambient with no effect from the lighting. When the wall is perpendicular to and facing towards the lighting direction, the brightness displacement value is max. When the wall is perpendicular and facing away from the lighting direction, the brightness value is min. The values for every other angle follow some pretty basic 2D vector arithmetic but you can also just use the sine of the angle between the wall and the lighting direction and based on the sign of the output, scale to the min and max accordingly. Note that (because... reasons), negative brightness displacements brighten the wall, positive brightness displacements darken it. |
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#358 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#359 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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You might want a separate list for feature requests. Given I have no idea what the code looks like, I don't know if I am asking for something sensible, or the moon on a stick.
Do you plan to put this on github or similar? Even if you can't really version control the tokenised source code, you can still make use of the issues tools and branches when working on stuff. Last edited by Karlos; 22 May 2023 at 21:28. |
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#360 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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I found a few more deprecated textures in J and M. Pushed fixes and some adjustments. There's now a bit more variety of ways to attack in the "outside" areas of level M and you can find a shotgun from pistol start now in J.
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