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#921 |
Registered User
![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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@vroom6sri
Here is a build of the current 'main' please let us know how it goes for you ![]() |
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#922 | |
Registered User
![]() Join Date: Aug 2013
Location: Marseille / France
Posts: 506
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Quote:
I took it there (archives are updated) : https://www.amigafrance.com/forums/topic/alienbreed3d2/ |
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#923 | |
Registered User
![]() Join Date: Aug 2022
Location: UK
Posts: 775
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Quote:
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#924 |
Registered User
Join Date: Sep 2005
Location: Peterborough
Age: 46
Posts: 771
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Thanks very much, peeps. I’ll download that and test it out the next time I’m at home. Much appreciated (including all the work you’re doing on this).
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#925 |
Registered User
![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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indeed, anything I have uploaded here is very much 'as is' and as we have seen, mileage may vary, but this has helped identify various issues which is not a bad thing.
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#926 |
Registered User
![]() Join Date: Aug 2022
Location: UK
Posts: 775
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I still need to add that swimming mechanic, but I'm keen to avoid making any changes to player state until my current PR is merged
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#927 |
Registered User
![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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code clean up is probably a higher priority, but, I did manage to get stuck at the bottom of a pool of water while playing your mod earlier, sooooooo, fix it! fix it! fix it!
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#928 |
Registered User
![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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would adding 'damage' after a set time submerged has elapsed be doable?
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#929 |
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![]() Join Date: Aug 2022
Location: UK
Posts: 775
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#930 |
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![]() Join Date: Aug 2022
Location: UK
Posts: 775
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#931 |
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![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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#932 |
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![]() Join Date: Aug 2022
Location: UK
Posts: 775
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@abu
That PR just got merged so you might want to sync your fork to avoid conflicts later. |
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#933 |
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![]() Join Date: Aug 2022
Location: UK
Posts: 775
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What do we think about reintroducing AB3D style health and ammo limits? Would this be a breaking change for the existing game, where stockpiling counters the challenge of some of the later bosses?
In my own playthrough, I've always felt like levels with particular bosses usually contain ammo for the heavier weapons anyway and the virtually unlimited carry and health makes the latest levels just an exercise in throwing around explosives without a care. You can soak up your own face rockets with no consequences and that just seems wrong to me. I propose placing health and ammo caps, with defaults based on the original game weapons but including some provision for setting new limits for mods, since they will have their own ammo and weapons. |
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#934 |
Registered User
![]() Join Date: Aug 2022
Location: UK
Posts: 775
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Should definitely add it to the wishlist with swimming.
Added: https://github.com/mheyer32/alienbreed3d2/issues/34 Last edited by Karlos; 28 November 2022 at 15:02. |
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#935 |
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![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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#936 | |
Registered User
![]() Join Date: Nov 2020
Location: Michigan
Posts: 598
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Quote:
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#937 |
Registered User
![]() Join Date: Aug 2022
Location: UK
Posts: 775
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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 ] |
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#938 |
Registered User
![]() Join Date: Oct 2020
Location: Bicester
Posts: 588
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I am pretty sure the amos source code for 303 is on aminet.
If not I have it here somewhere. |
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#939 |
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![]() Join Date: Aug 2022
Location: UK
Posts: 775
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#940 |
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Location: Bicester
Posts: 588
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Currently Active Users Viewing This Thread: 2 (1 members and 1 guests) | |
Angus |
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