![]() |
![]() |
#481 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
Right. There will be differences as almost nothing in the 90s version was "finished". There are more zones and more wall sections per zone. I've recently been changing the way lighting works, especially in large open areas to rely more on the simple shading model regardless of the settings. It should help speed up those areas.
|
![]() |
![]() |
#482 | |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
Quote:
There's also a lot of brown shades, which were used by the cobblestone and the wall with pipes. I replaced the latter with rusty looking textures, some modified from quake, others from the original AB3D (the green mech walls that had the fans). These all work fairly well thanks to the availability of shades in the palette. A goal I have set myself is to update the engine to support true RGB rendering in RTG (maybe even AGA via HAM C2P). Doing so could allow the game palette to be changed to have many fewer shades of the same colour, just enough for textures to look good at full brightness and let the shading code do all the rest with RGB output. |
|
![]() |
![]() |
#483 | |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,470
|
Quote:
Man the 2nd level is deadly!!! How do I use the green things that look like mines? There is no key to quit the game and exit to workbench then I take it? Really amazing work. I'm enjoying it so far apart from getting my ass kicked ![]() |
|
![]() |
![]() |
#484 | |||
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
Quote:
Drop one near the next set of doors on the left as you work round the ring. Behind that door is a horde waiting to kill you but a single mine will take them all out when the door opens. You have to time this right. As soon as you drop the mine run to the end of the corridor where there are a couple of more red dogs and a guard. Taking those out opens the door where you just put the mine. [ Show youtube player ] this is an older version of the level but the trap and mine solution already was in place. Save the second mine for the big robot in the centre of the level, or save your assault rifle. Or both. If you explore this level you can find a barely hidden assault rifle and a slightly better hidden plasma gun. Quote:
Quote:
1. Make sure you find the shotgun and assault rifle in the first level. The shotgun is easy to find, the assault rifle requires a bit more exploration. Both are hitscan and ideal for faster moving targets that aren't penned in. 2.The blaster is more powerful and faster than the original game. You can use it to wipe out the slower moving robot guards more easily. Last edited by Karlos; 03 June 2023 at 15:57. |
|||
![]() |
![]() |
#485 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
On the subject of explosives, be careful. All gravity affected projectiles (mines and grenades) are subject to blast forces and will be thrown around unpredictably. Don't plant mines near each other unless you aren't going to be nearby when the first detonates.
|
![]() |
![]() |
#486 | |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,470
|
Quote:
![]() What else might you do on this or is that your work finished? A game I'd never ever thought I'd get to play properly on my actual Amiga. Poor thing was dying in the heat today even worse when I was overclocking it to 100mhz. Really enjoying things so far so thanks again. Also thanks for the useful help etc, much appreciated. Is there a (simple) way of me playing the original style game but with the performance enhancements? Just curious, as I'm happy with it as it is to be honest. |
|
![]() |
![]() |
#487 | |||
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
Quote:
Quote:
Quote:
Last edited by Karlos; 04 June 2023 at 21:58. |
|||
![]() |
![]() |
#488 | |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,470
|
Quote:
I only have the WHD load version and it moves like a slide show on my system. |
|
![]() |
![]() |
#489 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
That'll should be fine. Just pop the new executable into the directory where the whdl version of the game is. I would then recommend copying the KarlosTKG iconx script to the same location and editing it to run the new binary. It sets up the stack and assigns (we changed the new executable to use the AB3 assign for everything but the original game link file likely still has references to the other assigns).
|
![]() |
![]() |
#490 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
@rabidgerry.
Did it work? |
![]() |
![]() |
#491 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
I have removed the last (I hope) defunct textures from the work in progress branch, updated the launcher, included the latest binaries and merged back into main.
This isn't the end. It's the beginning.... |
![]() |
![]() |
#492 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,513
|
excellent
![]() |
![]() |
![]() |
#493 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
|
![]() |
![]() |
#494 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,513
|
|
![]() |
![]() |
#495 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
|
![]() |
![]() |
#496 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
Blinkenlights texture for non-industrial tech areas. It's on the wall where the captain's table joins. Not sure if it works or not - I'm aiming for a sort of sleek black glass with blue and red indicators behind it, arranged in racks (barely visible). Should be applied to walls in darker areas using the brightness offset to make it "glow" a bit.
It's an extension to the existing technolights texture which has a somewhat odd palette selection but I think works here. Opinions? |
![]() |
![]() |
#497 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,513
|
Quote:
|
|
![]() |
![]() |
#498 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,513
|
|
![]() |
![]() |
#499 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
I think the other problem with this texture is that the indicator lights need to be further from the edges and perhaps it needs some subtle detailing. The palette for this texture slice is not the best thing though.
|
![]() |
![]() |
#500 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,902
|
I want some different outdoor textures. While I'm happy enough with the rock replacement, it's a bit too pervasive. quite liked the shake rock look of the mines and surface zone in AB3D1. Something weathered, suitable for flooded areas. I'll want a floor to go with it too.
Time to crack out PPaint over lunch. |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 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 |
|
|