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Old 27 November 2022, 17:50   #921
abu_the_monkey
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@vroom6sri

Here is a build of the current 'main'

please let us know how it goes for you

Last edited by abu_the_monkey; 01 October 2023 at 16:54.
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Old 27 November 2022, 18:00   #922
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Originally Posted by vroom6sri View Post
Sorry but I've been looking on the github link but I can't see how you can tell what the latest build is. I'd love to try the latest version on my ACA1230/56 following what sokolovic has reported performance wise. Please can you point me in the direction of the latest build?

I took it there (archives are updated) : https://www.amigafrance.com/forums/topic/alienbreed3d2/
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Old 27 November 2022, 22:08   #923
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Sorry but I've been looking on the github link but I can't see how you can tell what the latest build is. I'd love to try the latest version on my ACA1230/56 following what sokolovic has reported performance wise. Please can you point me in the direction of the latest build?
So technically the "latest build" is whatever you get when compiling the main branch on pipper's fork. Nobody has has expressly stated that we're doing stable main but it seems to be working out that way anyway.
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Old 27 November 2022, 22:18   #924
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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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Old 27 November 2022, 22:32   #925
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So technically the "latest build" is whatever you get when compiling the main branch on pipper's fork. Nobody has has expressly stated that we're doing stable main but it seems to be working out that way anyway.
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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Old 28 November 2022, 00:29   #926
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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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Old 28 November 2022, 00:36   #927
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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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Old 28 November 2022, 00:45   #928
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would adding 'damage' after a set time submerged has elapsed be doable?
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Old 28 November 2022, 01:17   #929
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would adding 'damage' after a set time submerged has elapsed be doable?
Drowning damage?
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Old 28 November 2022, 01:24   #930
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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!
Funny you should mention that... [ Show youtube player ]
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Old 28 November 2022, 01:25   #931
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Drowning damage?
Exactly that
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Old 28 November 2022, 10:52   #932
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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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Old 28 November 2022, 13:16   #933
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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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Old 28 November 2022, 13:55   #934
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Exactly that
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 14:02.
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Old 28 November 2022, 19:34   #935
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@abu

That PR just got merged so you might want to sync your fork to avoid conflicts later.
done
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Old 28 November 2022, 19:59   #936
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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.
It does feel a bit weird, but I wonder how much of the later levels is designed around that (or assuming players would not get every available pick up because they will miss some areas?)
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Old 28 November 2022, 19:59   #937
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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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Old 28 November 2022, 20:07   #938
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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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Old 28 November 2022, 20:13   #939
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I am pretty sure the amos source code for 303 is on aminet.
If not I have it here somewhere.
AMOS... *Shudders*
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Old 28 November 2022, 20:14   #940
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amos... *shudders*
lol

sorry AMOS pro...
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