Search found 2240 matches

by Chema
Thu Oct 26, 2006 7:02 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Now time to do some bug hunting... Done... It was not too difficult this time. Still some minor glitches, though. However works mostly fine. Elevators are still not implemented, and (as usual) the program hangs if you enter a non-existant room. Remember the key '4' to toggle phantom mode on/off, wh...
by Chema
Thu Oct 26, 2006 4:36 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Some news... I have imported your data, Twilighte, and had to remove some test code from the main C sources so it fits into memory! Your 117 rooms take up 9544 bytes, an average of 81.5 bytes per room, which is not bad for such a general format. I would prefer if it only took about 40-50 bytes per r...
by Chema
Wed Oct 25, 2006 8:32 pm
Forum: C programming
Topic: Incredible NOISE+WHITE programming environments !
Replies: 18
Views: 24366

Greetings.. Just wanted to point out that, if you are interested in this topic, you can follow the development of WHITE+NOISE on the Games forum, topic about Space 1999, where we discuss not only about that game itself, but also about details of the engine. http://www.defence-force.org/phpBB2/viewto...
by Chema
Wed Oct 25, 2006 8:18 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

One more note

The last note today... I promise :) Anyway don't forget to read and comment my previous post. I could not resist to tell you that I have already implemented the hook functions idea and it works nicely. I have only two hook points in WHITE, one before the room is loaded and another one after it has b...
by Chema
Wed Oct 25, 2006 5:37 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Ideas needed.

Ok, I have been working a bit on doors... I added a function to NOISE: int detect_pressence(char i, char j, char k, char sizecode) which detects pressence of other characters around an area of a given volume at position (i,j,k) in the map and returns the number of chars that are "invading" that area...
by Chema
Wed Oct 25, 2006 10:33 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Ok, i have now designed 117 Rooms, i have also taken the oppertunity to redesign main mission and the solarium to room layouts from the series. The lift positions mentioned previously remain the same, whilst another lift in room 13 takes the player to Level G. This consists of solarium, Recreationa...
by Chema
Mon Oct 23, 2006 12:20 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Damn it, i see the problem. I had created a second directory called Spacewhite and worked on this. Unfortunately your program still defaulted to looking at the white directory for the world map. I think the gfx are ok, but the map file is this one... Sorry for the confusion :oops: Do you use Tortoi...
by Chema
Fri Oct 20, 2006 11:24 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

mmm something must be wrong, as rooms appear messy when I load them into the editor... As if tiles where the new ones, but not the map... Also I did not find the tile for inner corners (the shadow of a column...) Maybe you posted an old version? Or am I doing something wrong? The map file is neary o...
by Chema
Fri Oct 20, 2006 9:35 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Ok, i have re-edited all the rooms and they can be found here... http://www.defence-force.org/ftp/forum/isometric/space1999/white.rar I have also made a note of lift rooms... Main mission Lift - 67 Hydroponics Level Lift - 48 Research Level Lift - 54 Accomodation Level Lift - 76 Launch Pad 5 Foyer ...
by Chema
Thu Oct 19, 2006 5:19 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Chema, i have been ill for past couple of weeks, however i did go off to Holland last weekend as planned. I managed to figure out some better designs for wall borders and will work on them now :) This is what i have so far... <ZAP> I now have alot of editing of the rooms to do :P I like them a lot!...
by Chema
Wed Oct 18, 2006 7:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Hasn't this been too silent lately? No news?

Well, in fact I am very busy at work now, so I did not work on WHITE. Anyway I have some ideas in mind and I will try to test some of them as soon as it is possible.

Dbug, I hope you have not got despair with the code... :oops:

Cheers
by Chema
Tue Oct 10, 2006 10:27 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

haha, oops :(, got a bit lazy with your absence, so not done much. I have worked out how to improve the walls, but it would involve a big change to graphics. Each wall segment would be an object rather than a flat, therefore consuming the complete tile. This wouldn't look so bad in space1999, espec...
by Chema
Mon Oct 09, 2006 9:43 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Back!

Greetings...

I am back from my trip... need some time to set everything up, though...

Any news or progresses?

Cheers
by Chema
Fri Sep 29, 2006 9:51 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Yes, i understand the space saving idea, especially since we are fast running into memory problems. I suspect you are thinking we should release this Space:1999 without Dbug optimisation and to me that sounds quite a good idea. Not because Dbug would not make improvements but because the first game...
by Chema
Thu Sep 28, 2006 7:49 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 328161

Late last night i finished a revised map. This fixes the border door issue by splitting the door into door and doorjamb ;) as previously discussed. If this new height mean a reduction in character height, then that is fine, i can cope with that. I have also reintegrated the curved walls you liked s...