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Old 09 December 2022, 01:58   #121
Karlos
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Originally Posted by abu_the_monkey View Post
that little bit of unpredictability is what makes it so good! I'd score it a 10 as an opener to the game.
Well, it's only taken about 25 years...
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Old 25 December 2022, 00:34   #122
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@Karlos

the level F storage room works well in winuae, one of the jumps might be difficult at a reduced frame rate (on real hardware) as you can't see the edge of the platform when looking full down. otherwise a massive improvement on the original in spite of the odd graphical glitch

edit: scratch that jump being difficult at lower frame rates, just tried it at 8fps and found it easier than at 50fps, go figure.
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Old 25 December 2022, 16:41   #123
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@Karlos

the level F storage room works well in winuae, one of the jumps might be difficult at a reduced frame rate (on real hardware) as you can't see the edge of the platform when looking full down. otherwise a massive improvement on the original in spite of the odd graphical glitch

edit: scratch that jump being difficult at lower frame rates, just tried it at 8fps and found it easier than at 50fps, go figure.
Just need to get it all linked up again sometime after xmas. I don't know if the version you played had the enemies in, but they can chase you all around that space now.
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Old 25 December 2022, 21:27   #124
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Just need to get it all linked up again sometime after xmas. I don't know if the version you played had the enemies in, but they can chase you all around that space now.
it was just the room with a few pickups, no enemies. looking forward to the next update
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Old 25 December 2022, 21:38   #125
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it was just the room with a few pickups, no enemies. looking forward to the next update
I should've timelapsed the editing experience for that. On average there was 1 application crash per zone added and maybe 3 per control point...

I don't recall it being quite this unstable on real hardware but equally that wasn't running on 3.9 back then.
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Old 25 December 2022, 22:20   #126
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I should've timelapsed the editing experience for that. On average there was 1 application crash per zone added and maybe 3 per control point...

I don't recall it being quite this unstable on real hardware but equally that wasn't running on 3.9 back then.
do you have jit enabled during editing? I find it crashes less without it.
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Old 25 December 2022, 22:26   #127
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do you have jit enabled during editing? I find it crashes less without it.
Hmm. Good point. I tend to have it enabled constantly. I found that JIT enabled but with the CPU speed cranked down a bit (-40%) ans the CPU Idle set to about 1/3. Overall Seema to give the best performance without the CPU melting.
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Old 26 December 2022, 11:21   #128
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Just a public service announcement. The mod no longer* works with older versions of the engine. I am almost certain that this is down to the music file. If the mod doesn't work, replace the file SoundFX/Tracks/general.mus with the original "packedtest", renamed as general.mus

The reason for the failure is that the current soundtrack exceeds the fixed allocation size used in the original game engine (and WHDLoad versions).

* I say no longer but it's been that way for quite some time now.

Last edited by Karlos; 26 December 2022 at 13:18.
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Old 03 January 2023, 21:47   #129
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@abu_the_monkey

Pushed a release candidate for level F on the mod (f for fun branch). It was getting pretty brutal, so I've rebalanced it a bit, taking out a few enemies, substituting a couple for lesser and added a few more health pickups.

There are some secret areas and if you are using the new engine, hopping over hazardous surfaces is a good trick. Just be aware your momentum really takes a beating when hit in mid air. I think Reynolds needs to eat a few more pies to increase his inertia.
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Old 04 January 2023, 00:13   #130
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cool! I will give it a try as soon as time permits
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Old 05 January 2023, 19:27   #131
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cool! I will give it a try as soon as time permits
Had to push an update because the control points were messed up. I'm beginning to remember this particular frustration: if you add or remove zones, the association between zones and control points gets out of sync.
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Old 05 January 2023, 22:46   #132
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top job on level f!
just about scraped through on the 3rd attempt from your save game (I need a lot more practice before attempting from the level select menu with only a pistol and naff all health)
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Old 05 January 2023, 22:58   #133
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I'm not sure it's doable. I attempted it and I think there could be a bug with melee attacks being successful despite significant vertical separation. I heard the ripping and tearing and I was dead before I hit the bottom...
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Old 05 January 2023, 23:01   #134
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top job on level f!
just about scraped through on the 3rd attempt from your save game (I need a lot more practice before attempting from the level select menu with only a pistol and naff all health)
I think this rollout per level file will be the solution here.
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Old 05 January 2023, 23:40   #135
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yes I agree.
I have attached a deflev.dat file for level f (which is just a copy of your save game)
just copy it into the levels/level_f directory and give it a try.
It will take time to decide what the minimum requirements are per level.
Attached Files
File Type: lha deflev.LHA (79 Bytes, 25 views)
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Old 05 January 2023, 23:48   #136
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I think I reproduced the "death from below" melee mauling. I should probably raise an issue.
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Old 06 January 2023, 00:55   #137
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I think I reproduced the "death from below" melee mauling. I should probably raise an issue.
yes. sounds very similar to the floor damage bug (no check for vertical separation) but may/may not be slightly more difficult to fix as it is an enemy attack just without projectiles.

edit: just tested what you described in level f and agree it is a bug, the amount of damage received while falling with the hell hounds 'miles' below but in the same zone is massive.

Last edited by abu_the_monkey; 06 January 2023 at 01:07.
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Old 06 January 2023, 10:55   #138
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yes. sounds very similar to the floor damage bug (no check for vertical separation) but may/may not be slightly more difficult to fix as it is an enemy attack just without projectiles.

edit: just tested what you described in level f and agree it is a bug, the amount of damage received while falling with the hell hounds 'miles' below but in the same zone is massive.
I might add a couple of mine pickups. That way you can booby trap them on the way down. And time it carefully because mines are thrown around by splash damage.

Issue raised.
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Old 06 January 2023, 11:05   #139
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yes, mines could work and like you say, get it wrong and get punished
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Old 06 January 2023, 13:32   #140
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yes, mines could work and like you say, get it wrong and get punished
Well I tried it and they just sidestepped it. They like to approach from the side.
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