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#421 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Quote:
![]() but. I do wonder if there are some others working on secret projects as the builds I post seem to always be downloaded by at least 4 people other than yourself. |
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#422 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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I wonder if the Xenium Core author is aware of all this. I got quite friendly with him back around 2000 or so when I was making a gameplay mod for quake. I might have an email address for him still.
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#423 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Thanks to the new per level floors, the first level can have some new niceties.
The captain gets a nice simulated wood desk surface in his/her ready room. Bridge console now looks light it might actually be a console. The armoury gets a reason for it's strange blue tint. |
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#424 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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This looks superb! Judging by the looks of it, this is elevating what originally was a rather bleak looking game to DukeNukem3D quality.
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#425 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Quote:
Even with this new mechanism, we are still restricted to 16 tiles per level and we still have to respect the "properties" of the floor, e.g. if it causes damage and what noise walking on it makes. While I am definitely happier with what we now have, I do think it probably makes sense at some point to see what can be done to increase the total limit but without breaking compatibility with the existing engine. I am also wondering if allowing levels to override the wall textures in the same manner. This would allow for a lot more variation. Custom wall and floor textures per level would allow levels to be more coherently themed than they are now. For example, I could have a lot more "space ship" wall textures in the first level instead of a bunch of rock, slime and bricks that make no sense. These could include cool things like large displays, maps, signage and so on. |
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#426 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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@abu_the_monkey
What do you think? If there's a wall_N.256wad in the level directory, where N = 0-F (hex), we load that wall graphic instead of using the default one? This is a bit more work in the engine than the floor tile override, but imagine what you can do with per level walls. Totally worth it if you ask me. 3000th post ![]() |
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#427 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Created some floor textures to go with the new weathered rock texture in level M. One for exposed rock and a sandy one for the where the water is. It actually looks better in motion than the screenshot suggests.
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#428 | ||
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Top stuff
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#429 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Quote:
Except, it's bound to be more complicated than this because there will be some funky addressing and other things going on. There always is. |
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#430 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Quote:
good work ![]() |
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#431 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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That's awesome. I hope some other people are working on it too. I always felt that it should've seen more mods, but it was challenging back in the day. You can say what you like about emulation, but being able to edit in one UAE instance and immediately open the level in a second instance has been transformational in terms of just being able to get stuff done. There was no equivalent workflow back then.
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#432 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Did any AMOS experts ever chime in here?
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#433 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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#434 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,097
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I mean, I used to class myself as an AMOS expert but damn guys that was like 30 years ago now.
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#435 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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I was more expert in avoiding AMOS. I don't mean to knock it and I know a lot of people used it but I just couldn't get away with it. I preferred Blitz in the short time before I gave up and moved to C and assembler.
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#436 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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@abu_the_monkey
Making some progress with the per level wall texture override. I am probably going to start mithering you for that soon ![]() -edit- It's done and the PR is raised. Overriding individual wall texture slots per level is now a thing. Last edited by Karlos; 30 September 2023 at 02:39. |
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#437 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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Quote:
![]() 3.9.0 Last edited by abu_the_monkey; 17 January 2024 at 01:50. |
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#438 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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#439 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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had a couple of hours free, managed to modify an existing function and graft it into the load level function.
the editor should let you know if it loaded 'standard' gfx or uses 'custom' gfx, it is not specific as to whether it was a floor or wall but I thought it would be enough. that and trying to modify the wall graphics to incorporate bright offsets was starting to mess with my head, don't know enough about gadtools, never used them before. Last edited by abu_the_monkey; 30 September 2023 at 15:56. |
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#440 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,482
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Quote:
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