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- Hello you all,
-
-
- I've been a bit quiet these days ( Except with Magnus ;-)
-
- That's because I'm actually in Norway and I haven't got my Falcon.
-
- I'll try to give my feelings to you all.
-
- But before it, I would like to know how the Gigafun was. Perharps
- Fabrice could do a little summary of what happened there ?
-
- OK, let's go.
-
- First, when I'm back, I would like to recode entierely the map
- engine, because there are still a lot of bugs into it. For example,
- everybody has seen that if you change the resolution, the map
- becomes smaller. Another one occurs when you walk in the north
- direction and reach the top of the screen. Everything stopps.
-
- I would also allow the zoom in / zoom out options, and the
- rotative maps. I also suggested Magnus I would like to code a
- non transparent map ( I mean that you would only see the map and
- not the tridi world ) but with the floor textures ( as it is done
- in Duke Nuken ), with the rotations, zooms, ...
- I'd like to include the possibility to put markers on the map to
- help you to remember some places. And many other stuffs ( any
- suggestion ? ). Also the possibility to see where the monsters are,
- witch walls you haven't seen already, ...
-
- I think that Bad Mood must be impressive in all the parts, and not
- only in the tridi engine. I mean that every option must let the
- player say ( Woa, no, impossible, they made it possible, that's
- better than the games I saw on my friends pc ( pure crap :-) and so on ).
-
-
- So that's why I would like to do an impressive map engine. And also
- because after it, there would be a finished part in Bad Mood, and
- I would be able to do other things. I don't like to start 50
- parts and finish 0 ones. :-)
- You all know that I'm studying and it takes a lot of my free time,
- but it's the same for all of us. I'll try to start this in September,
- when I come back. I'm already thinking about it, so it will be
- faster to code.
-
- Do you agree with me.
-
-
- Another point :
-
- Yes, it would be great to see the monsters, weapons, ... but that's
- not that important actually, as all the code can be done without it.
- I mean that you only need to know the position of a monster to develop
- collisions tests. And if you really need to see it, just put a pixel
- on the game where the monster should be. Like this, you can move it at
- the end of the display engine, see where it is, and don't take care
- of the BSP tree. After that, when the rout is finished or not, Doug
- could developp the monster display. But we would be able to see
- where the monsters are supposed to be displayed. You can also put
- a colored pixel for switches, weapons, static stuffs, ...
-
- Or I think about another possibility : I had coded a Doom sprites
- displayer in a very old version. Perharps some of you remind it.
- I used to display the marine, a monster and a candelabra on the mountains
- picture.
- You could also use this code to display the sprites after the walls.
- Of course, sprites would not be cached by walls, but after all, it's
- just for the beta testing version, not the finished one. And everybody
- would appreciate it I think. It will probably slows things down, because
- this routine was not optimised at all, but who cares ?
-
-
- OK, any comment, suggestion, hello, or anything else is welcome.
-
- Have all a nice day,
-
-
- // Laurent
-
-
-
- BTW : Hey French BadMood coders, if you want to send me a little hello in
- French, it would be nice, because From here, you are very far :-)
-
-