Search found 2492 matches

by Chema
Wed Oct 25, 2006 8:18 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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: 403147

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...
by Chema
Thu Sep 28, 2006 4:27 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403147

Now, since you are discussing memory, I guess I can probably help on this point. If you are using some kind of version control software, or at least if you can do 'diff' between files and inserts the changes, I could do size and speed optimisation in your code. For that, just send me the last versi...
by Chema
Thu Sep 28, 2006 1:21 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403147

Ok. Corrected most of the important bugs. It is amazing how little errors can stand hidden for so long and then produce such unexpected behaviours... :) I modified the sp1999test.zip (see link above) with this new version. There are still some minor glitches, most related with thiles that are drawn ...
by Chema
Thu Sep 28, 2006 9:00 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403147

[quote="Twilighte Very impressive! :) [/quote] Its all the graphics :) Now you'll probably go Grrrrr or even AAArrrgghhh! but i found a few problems. I went Grrrrr and AAArrrgghhh! yesterday evening when playing a bit with the demo and found those bugs! In fact I already know the reason for some of ...