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#781 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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I've meged everything in the misc/redesign branch back into main. Anyone relying on the zip download to test can now try it out.
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#782 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Updated the engine with optional mouse inversion for those that like to play standing on their heads.
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#783 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,234
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Can i have download link for latest Ab3D 2 ? I find lots of links but is hard to find the files ?!
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#784 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,099
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Go to the github: https://github.com/0xABADCAFE/karlos-tkg and where the button says "<> Code" click that and then use "Download Zip" from the menu that pops up.
Extract that to your miggy, go into the Game folder and double click on "KarlosTKG" icon. |
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#785 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Yep, the latest stable version is always there. You'll have to get used to using git if you want to try out any of the work in progress branches.
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#786 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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First edit in a while
[ Show youtube player ] |
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#787 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#788 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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#789 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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It just occurred to me that the sandy texture should be aligned with the direction of the water ripples. They move at a 45 degree angle
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#790 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Minor details, but the mud/sand ripples line up with the prevailing water direction.
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#791 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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This looks superb! When the texture with the rivets came into view, I thought that the rivet heads looked very flat and the flat surface very bland. It took me a second to remember that this, of course, is the maximum you can get from a simple texture mapping engine. The lighting in the other bits made me forget it was still a 1st generation engine.
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#792 | ||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Quote:
Quote:
A little bit of lighting goes a long way... If anyone remembers the very first playable AB3D1 demo, you'll hopefully get the atmosphere I am trying to recreate in this area. Last edited by Karlos; 10 November 2023 at 17:38. |
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#793 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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I'll have to repixel those rivets a bit. I thought I'd gotten away with it.
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#794 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 425
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#795 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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#796 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Per level wall overrides ftw.
Last edited by Karlos; 10 November 2023 at 21:49. |
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#797 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#798 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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I tweaked the wall texture so that the word "PORT" takes up the first 128x128 slot of wall_0, and there's B1 - B4 in the remaining 4 slots. However, I only managed to use 3 because of the fact that some of the other corridor bits are blue and red lit. There are still a ton of unused wall slots in B that could be overridden though.
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#799 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Can you tell what's changed here?
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#800 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,483
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Everything is pushed to the misc/redesign branch if anyone wants to test these in progress changes.
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