Thread View: alt.games.descent
2 messages
2 total messages
Started by ketr... James Ketrenos
Mon, 27 Mar 1995 23:57
Player Object Start Positions
Author: ketr... James Ketrenos
Date: Mon, 27 Mar 1995 23:57
Date: Mon, 27 Mar 1995 23:57
58 lines
3028 bytes
3028 bytes
Ok, I've been workin on a Descent level editor for a couple of days now, and have one that will generate levels--however, there are a few little glitches I haven't been able to get around. First: What information do I need to put into the OBJECT type for a Network Start position? After parsing through the CHAOS?.RDL files, I have found that the Type is typically 4, ID = unique number, Control Type = CT_SLEW for the first Type 4, and then 0 for the other Type 4, which I take to mean that these will be the other network start objects. I have set up 2 different Type 4 objects, one with CT_SLEW and one w/ 0, in a 2 segment level. I have their positions and last position information set to different regions, and their Segnum field set to different segments (one to 0 and one to 1). The level works great in single player mode and i can fly and do all sorts of great stuff. However, if I try and load up w/ 2 players, the originating machine GPF's as soon as it tries to move. This then kills the other opponent. I assume this means we're both starting in the same place. What information do I need to put in to change this? Next question: Will .POF files w/in a given HOG take precedence over the DESCENT.HOG? Are the specs to .POF files to be released? What are the specs for BITMAPS.BIN? I would like to create a texture map browser--having to randomly guess isn't very fun. ---- On a second note: I will be releasing a level information extractor later in the week. It is quite useful in trying to understand the methods that were used to create the actual levels in Descent. Gives you information on EVERYTHING read in from w/in LVL_SRC.C Another question: All of the .RDL files I have seen use the variable length Current_Level_Name field which comes after the header information. What is the 15 character name field for w/in the initial header? It is blank in all the RDLs I looked at. Second, in all the RDL files I have seen, only 25 POF names are read in. What are the rest of the names that are in the RDL files for? Are they ever read in? Do my levels need to contain them? How about 'GUILE'? Is that necessary in the files? Thanks for your help. If you reply in e-mail, please CC: a copy to: JamesX_...@ccm.jf.intel.com Thanks again. James ketr...@cs.pdx.edu -OR- JamesX_...@ccm.jf.intel.com * Author of the LL_*.ZIP archives and member of *Avalanche*
Re: Player Object Start Positions
Author: tosc... Matt Toschlog
Date: Tue, 28 Mar 1995 16:50
Date: Tue, 28 Mar 1995 16:50
22 lines
1396 bytes
1396 bytes
James Ketrenos (ketr...@cs.pdx.edu) wrote: : Will .POF files w/in a given HOG take precedence over the DESCENT.HOG? Yes. : Are the specs to .POF files to be released? : What are the specs for BITMAPS.BIN? I would like to create a texture map : browser--having to randomly guess isn't very fun. We have no plans to release specs for either of these. But you can look at the textures by reading the PIG file...you don't need access to the BITMAPS.BIN file. : All of the .RDL files I have seen use the variable length : Current_Level_Name field which comes after the header information. What : is the 15 character name field for w/in the initial header? It is blank : in all the RDLs I looked at. That 15-character field is unused. Matt Toschlog Parallax Software
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads