After having played Powerslave EX I understand what you mean, however I would describe it as similar to the energy tanks in the Metroid series

That happens in the PC version, too, though.GAA1992 wrote:I think the PSX levels architecture would be harder to emulate too. There are many passages which the player must blow up using barrels.
All this is basically irrelevant. What I was wondering if it will have both weapons of PC and PS1 version. Like, can I have both Ring of RA weapon from PS1 and that one magical staff from PC version at the same time, and have the bracelet hand weapon being able to shoot both lightning and summon the thunderstorm wrath? While still being able to collect the PS1 upgradeble items like high jump, flying, etc?Lex Safonov wrote:On the PS1 version is a completely different system of ammo and lives. There are used "spheres" that replenish the ammunition for the weapon that is in the hands at the moment. Lives use "levels" - the ability to dial hp up to 200-300 units (depending on the level).MaxRideWizardLord wrote:I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.
In the PC version, everything is absolutely the opposite, each weapon has its own ammunition. And instead of "life levels" - the ability to die in the game.
I still think about it. The specifics of my work is a complete copy of the original game. So far at this stage it is difficult to say something. At the moment, weapons are just a test version. I focused entirely on the program, which can edit the animation data in the original game.MaxRideWizardLord wrote:All this is basically irrelevant. What I was wondering if it will have both weapons of PC and PS1 version. Like, can I have both Ring of RA weapon from PS1 and that one magical staff from PC version at the same time, and have the bracelet hand weapon being able to shoot both lightning and summon the thunderstorm wrath? While still being able to collect the PS1 upgradeble items like high jump, flying, etc?Lex Safonov wrote:On the PS1 version is a completely different system of ammo and lives. There are used "spheres" that replenish the ammunition for the weapon that is in the hands at the moment. Lives use "levels" - the ability to dial hp up to 200-300 units (depending on the level).MaxRideWizardLord wrote:I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.
In the PC version, everything is absolutely the opposite, each weapon has its own ammunition. And instead of "life levels" - the ability to die in the game.
pls releas thisNash wrote:Ported a C++ random dungeon algorithm to ZScript (the version 3 one), and cranked it to 11.
Code: Select all
function void DrawLineBetweenThings(str lineactor, int thing1, int thing2, int sparsity, int height)
{
int x, y, z, loop1;
int dist = distancez(thing1, thing2);
int particlenum = (dist >> 16)/sparsity;
int xdiff = getactorx(thing1) - getactorx(thing2);
int ydiff = getactory(thing1) - getactory(thing2);
int zdiff = getactorz(thing1) - getactorz(thing2);
until (loop1 >= particlenum)
{
x = ((xdiff/particlenum)*loop1)+getactorx(thing2);
y = ((ydiff/particlenum)*loop1)+getactory(thing2);
z = ((zdiff/particlenum)*loop1)+getactorz(thing2);
SpawnForced(lineactor,x, y, z+height,0,0);
loop1++;
}
x = getactorx(thing1);
y = getactory(thing1);
z = getactorz(thing1);
SpawnForced(lineactor,x, y, z+height,0,0);
}
Code: Select all
function int distancez (int tid1, int tid2)
{
int len;
int y = getactory(tid1) - getactory(tid2);
int x = getactorx(tid1) - getactorx(tid2);
int z = getactorz(tid1) - getactorz(tid2);
int ang = vectorangle(x,y);
if(((ang+0.125)%0.5) > 0.25) len = fixeddiv(y, sin(ang));
else len = fixeddiv(x, cos(ang));
ang = vectorangle(len, z);
if(((ang+0.125)%0.5) > 0.25) len = fixeddiv(z, sin(ang));
else len = fixeddiv(len, cos(ang));
return len;
}
Code: Select all
class TestEnchantment : LADCharacterEnchantment
{
Default
{
LADCharacterEnchantment.Name "Test Enchantment";
}
override void InitEffects(void)
{
AddEffect(TYPE_Encumbrance, 25);
AddEffect(TYPE_Strength, 1);
AddEffect(TYPE_Luck, -1);
}
}
A poor man's Fallout New Vegas I suppose. =PSamVision wrote:What you making there Nash?
Yes. The whole point of the system was added because I thought that hard-coding "if player equips backpack, add 25 to max encumbrance", "if player equips this armor, add 3 to speed" ... is a very bad way to solve the problem, from a programming point of view. So instead I wrote a complete "enchantment" system so that I can speedily apply stat buffs and debuffs to any item.Captain J wrote:So the Enchantment can be added by any kind of affection like eating and get poisoned? Looks interesting if you ask me!
Daggerfall with guns!Nash wrote:A poor man's Fallout New Vegas I suppose. =P