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-
- There are some of mails betwen me and FiDo, translated to english for
- everyone, who wants modify, create etc. new levels ;)
- ---------------------------------------------------------------------
-
-
- BTW: are you noticed that Enforce loading samples from disk on
- the RUN? If you don't like that, let's search on beginning of pkf
- file for all WAV files and into Script write before PlayMap() commands
- CacheObject(sound/xxxx.wav)
- for all samples and these will be loaded before game. Is not it beautifull? ;)
- If you write CacheObject("maps/pokus.map") then it also load that before
- start and PlayMap("maps/pokus.map") will be executed immediatelly...
-
-
- [hicolor rendering]
- Textures are still 8bit only. but these are paletized. This means for Enforce
- that is can have any nunber of paletes and free references texture->palete.
- Render is hicolor, when shading tables are hicolor ones. In result, there
- will be "only" 2560 colors (10 paletes) but it get's thousads shades of
- each during shading textures.
-
-
- ["EnforceData/" directory]
-
- > weird switch game = Enforce
-
- Exactly ;)))) Describing all Things (buttons, lights, elevators...) is into
- script and can be created new one, without changes to engine!
-
- [p96 support]
-
- > bug describing
-
- I allocate bitmap AllocBitMap(), as friend bitmap i get that, what already
- have the already OPENED screen, then i alocate memory for RastPort, followed
- allocated BitMap into RastPort, do InitRastPort() and then ClearScreen
- and crash come... On AA and CGX this works right...
-
-
-
-
-
-
- Atached script - its sensitive to syntax, write same as existing code. For
- command LET respect spaces betwen all parts and write alwyas only simple,
- 2/3 operands instructions
- let a = b
- let a = b + c
- and instead of
- let a = - a
- write
- let a = 0 - a
-
- Interesting spot to modification its function newframe(), what is called
- each once for every frame - there its writen light animations.
-
- Next tip:
- You can modify any Thing
-
- for example you are create a global variable (somewhere at beginning of source)
-
- declare string nextmap
- let nextmap = "maps/pokus.map"
-
- and into fci main()
- instead of first PlayMap() let's be
- PlayMap("maps/base.map")
-
- and instead of second write here
- PlayMap(nextmap)
-
- and for example into class button, function exception()
-
- if event & EV_TOUCH
- let nextmap = "maps/base.map"
- endif
-
- and into class portalsource, function exception()
-
- if event & EV_TOUCH
- QuitMap()
- endif
-
- And then after you go to teleport, you get into another map, in case if
- you press anything already...
-
- For modify only one button you need also souce for map and then rename
- any Thing at, for example button666 and into script for it you write
- a special program...
-
- Simply let's play as you want ;))))
-
- Don't forget create a directory EnforceData and in that place copy
- it, then it will be executed instead of standard one...