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Old 28 November 2022, 20:17   #941
Karlos
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Quote:
Originally Posted by Karlos View Post
Damn, I really need to write a new level editor. As good as 303 is, I get on average one crash or lockup per 3 zones when working on anything new.

This took a lot more effort and patience than was strictly necessary lol [ Show youtube player ]
The preview snapshot of this video coincidentally highlights an interesting recurrent bug in which occasionally walls just don't render properly, giving a solid colour region. This bug exists in the original team17 release so isn't anything new.
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Old 28 November 2022, 20:26   #942
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yeah it happens a lot on the more complex levels at 'zone lines' PVS issue I guess?
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Old 28 November 2022, 20:34   #943
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yeah it happens a lot on the more complex levels at 'zone lines' PVS issue I guess?
I think so, but I've also noticed a possible correlation with the presence of vector models. So maybe what we are seeing isn't a wall but some borked object polygon ...
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Old 28 November 2022, 20:41   #944
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maybe, I know the last time I played the final level with that giant mantis, it (the mantis) was stuck with just its head and shoulders poking out of the ground. he seemed quite pissed about it (or having a seizure) didn't make it any easier to kill as I had jumped straight to that level with nothing but 20 shotgun shells that level was glitching all over the place
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Old 28 November 2022, 21:27   #945
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lol

sorry AMOS pro...
Well, if AMOS is masochism, then what's AMOS Pro? Professional masochism.

Sorry to any AMOS fans. I know it was much loved, but I could never get on with it.
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Old 29 November 2022, 00:00   #946
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just had a quick play with level P. in the editor I deleted all the enemies and pickups (left the control points in). there are still graphical glitches when walking around but mainly where you can see upper and lower zones at the same time, there are other glitches including multi coloured vertical lines that appear momentarily.
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Old 29 November 2022, 00:01   #947
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There’s a bug that exposes a „halls of mirrors” effect in level A already. If you stand on the small ledge, across the hallway where the very first robot steps out and turn left/right it shows up.
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Old 29 November 2022, 00:25   #948
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There’s a bug that exposes a „halls of mirrors” effect in level A already. If you stand on the small ledge, across the hallway where the very first robot steps out and turn left/right it shows up.
yes, I have just checked this out, but, in level P the glitches are not the 'hall of mirrors' seen in level A but a more 'random' texture is applied to what should be a passage way under an upper zone and occasionally large sections (but not all) disappear revealing the 'sky/backdrop' image. probably still part of the same bug though.

edit: added screen shots from level P
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Old 29 November 2022, 01:06   #949
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a short clip of the multi coloured lines
[ Show youtube player ]

like in level A, just on the transition between 'zones'
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Old 29 November 2022, 01:14   #950
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I will stress that these issues are present in the original ocean/team17 release and not introduced by any changes made to the code by pipper, Karlos or myself.
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Old 29 November 2022, 10:30   #951
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I would watch out for some bug in the depth sorting algo (if present) or somewhere between point rotation/projection and texturing. I assume that point rotation/projection happens in one go and creates some intermediate data that links to fixed object data (texture information etc.) to be used for texturing and then proceeds to texture all visible walls in a second pass. There might be some bad data / links created between the intermediate data generated by the projection algo and the texturing info.
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Old 29 November 2022, 11:51   #952
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I haven't gotten into the PVS / projection code yet. It does appear to rotate the entire set of map points which suggests it may be doing PVS in camera / screen space after rotation. This seems a bit wasteful but none of this is confirmed yet.
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Old 29 November 2022, 18:01   #953
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Hello guys and thanks for your effort to this.

How difficult would be make save game system more useable? So that current game situation could be saved any point of game? Or at least add text that warns that savin middle of level, will start it from begining?
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Old 29 November 2022, 20:04   #954
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@utri007
maybe pressing esc mid-game should just ask

Quit Game? Y/N

would be better/enough?

or change the wording from 'save/load position' to 'save/load level' ?

Last edited by abu_the_monkey; 29 November 2022 at 23:23.
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Old 30 November 2022, 22:26   #955
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@utri007
maybe pressing esc mid-game should just ask

Quit Game? Y/N

would be better/enough?

or change the wording from 'save/load position' to 'save/load level' ?
"Saving restart level Y/N" would be best?
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Old 30 November 2022, 23:09   #956
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I think best would be if ESC wouldn’t kill the current game in first place
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Old 30 November 2022, 23:19   #957
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Originally Posted by sokolovic View Post
I've played the last build now it works perfectly and no problem to save. Amazing job, really. The game really flies now on a 68030/50mhz compared to the original version
I Wonder if it is possible to somehow enhance others 3D Amiga games like Jurassic Park (the source code is included in the latest WHDLOAD install ).
Hi, latecomer to this thread - can someone tell me how to get this build and get it running on a real A1200? I'm running TF1260 full rev 6 so would love to see how quick this runs!

Thanks in advance!

A.
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Old 30 November 2022, 23:26   #958
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Hi, latecomer to this thread - can someone tell me how to get this build and get it running on a real A1200? I'm running TF1260 full rev 6 so would love to see how quick this runs!

Thanks in advance!

A.
In the Zone AB3DTKG-Blitz1260.lha is a working installation. You can add any new .exes to it.
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Old 01 December 2022, 00:21   #959
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I think best would be if ESC wouldn’t kill the current game in first place
just bring up a menu with a few options when you press ESC?
but with a quit game option right?

this is a screenshot of the most basic option menu I have tried out.
just text, nothing fancy and only 2 options. yes or no.
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Old 01 December 2022, 00:53   #960
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No I meant, when you press ESC, you leave the game to the main menu, but when you return via the “Play game” option, you’ll be as you were and your progress will not be lost.
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