![]() |
![]() |
#1101 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
My expectations are that the 256 limit is likely encoded onto some otherwise statically sized buffers. If you look in the bss declarations there are probably lots of magic sizes that are derived from the limit.
|
![]() |
![]() |
#1102 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
a wee vid of what happens.
[ Show youtube player ] |
![]() |
![]() |
#1103 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
For the avoidance of doubt, I have seen the zones light up for no reason in the original T17 game as well as in my mod. Something somehwere ends up reading data from the wrong address. I assume it's reading zero values due to the way zone brightness works (zero is the brightest).
|
![]() |
![]() |
#1104 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Spoilerz
Holy shit, this actually worked.
I planned to add some secret "shrine" spaces to the people that made it all possible, starting with... Last edited by Karlos; 08 December 2023 at 19:41. |
![]() |
![]() |
#1105 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
Amazeballs!
|
![]() |
![]() |
#1106 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Is it the Clithercube or is it Cuberoe ?
|
![]() |
![]() |
#1107 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
Quote:
the bit from 1.40 till the end is more interesting as the lighting is affected by the map being displayed only on zones over 256 and the odd line to the middle of nowhere. |
|
![]() |
![]() |
#1108 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Quote:
Other things I would be looking out for are dbra type loops that assume a 256 maximum iteration count. |
|
![]() |
![]() |
#1109 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Pushed all the things to the misc/redesign branch.
|
![]() |
![]() |
#1110 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
Quote:
after disabling the code where all the points in the level are rotated for the map and using just the subset of points, all works fine as far as I can tell (bar the map which becomes an interesting mess but does show what PVS and clipping are doing, in a fashion) |
|
![]() |
![]() |
#1111 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
|
![]() |
![]() |
#1112 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Quote:
I thought it shouldn't deviate graphically too far from the original game which is why the textures are mostly the originals (or variations that I made). I did try to use the original technolights for the ... whatever it is that is levitating the cube but it just didn't look right. The background blinking lights are just for a flash of colour. Too grey otherwise. Last edited by Karlos; 09 December 2023 at 02:33. |
|
![]() |
![]() |
#1113 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
|
![]() |
![]() |
#1114 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
Quote:
![]() Last edited by abu_the_monkey; 09 December 2023 at 02:42. |
|
![]() |
![]() |
#1115 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Thanks! I wonder if it should require locating all the other secrets. I thought about making the plasma gun a lock, or making it the key for the first bit, rather than the switch. I dunno, I'm not sure on the difficulty. I also thought about having a reward like an overpowered weapon, like the bouncer, but with limited ammo available it shouldn't make the game too easy
|
![]() |
![]() |
#1116 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
So, had a play with the engine code today and it would seem that the tables for CompactMap, BigMap and CurrentPointBrights in tables.bss are causing the issues with the automap and lighting in zones beyond the original 256 zone limit.
Code:
Lvl_CompactMap_vl: ds.l 257 Lvl_BigMap_vl: ds.l 256*10 PointBrightsPtr_l: ds.l 1 CurrentPointBrights_vl: ds.l 2*256*10 Code:
Lvl_CompactMap_vl: ds.l 513 Lvl_BigMap_vl: ds.l 512*10 PointBrightsPtr_l: ds.l 1 CurrentPointBrights_vl: ds.l 2*512*10 other than consuming more memory what else might this affect? |
![]() |
![]() |
#1117 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Quote:
Maybe we should have this discussion in the engine thread. |
|
![]() |
![]() |
#1118 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
|
Yes, that would make more sense
![]() |
![]() |
![]() |
#1119 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
Now that there is the beginning of an achievements mechanism I thought it would be fun to think of a few
So far we have: First Blood (kill your first enemy) Beast Bashin' (kill 10 red beasts) Alien Bleed (kill 50 red beasts) Endangered Species (kill 100 red beasts) Xenocide (kill 200 red beasts) => +200HP +200 HP cap Action Replay (improve a single level best time) Optimiser (5 improvements to level best times) Perfectionist (improve any single level best time, 5 times) I am thinking Perfectionist could lead to a permanent increase in player maximum speed. Things I am thinking of: Clear Skies (kill 10 flying things) No Fly Zone (kill 20 flying things) Death From Below (kill 50 flying things) Warranty Void (kill 10 robotic enemies) Raze Of The Robots (kill 50 robotic enemies) Demise Of The Machines (kill 100 robotic enemies) Red Menace (kill 10 red enemies, beasts not inc) Red's Dead, Baby (kill 20 red enemies...) Dead Red Redemption (kill 50 red enemies...) |
![]() |
![]() |
#1120 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,513
|
We don't currently have a mechanism to know what killed an alien specifically or what initiated the thing that caused it. Quake has the concept of entity ownership for this, so a projectile fired by the player or a monster is owned by them. This allows the game logic to know how something died and who caused it by chasing the pointer.
I think that this needs adding because it would allow us to know how effective the player is with a particular weapon. It would also allow us to know when an alien is killed by other aliens exploding too close to them. |
![]() |
Currently Active Users Viewing This Thread: 2 (0 members and 2 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
JOTD sources on github | jotd | project.WHDLoad | 30 | 17 December 2022 12:25 |
A600 github 4m mem | sasquatchuk | Hardware mods | 0 | 18 June 2022 20:46 |
My old Amiga games available on GitHub | palaste | Coders. General | 14 | 22 June 2020 02:41 |
KTRL CD32 on GitHub | MickGyver | News | 1 | 04 December 2018 19:56 |
How about a GitHub for startup-sequences? | wXR | Amiga scene | 9 | 16 February 2013 12:38 |
|
|