NAM "Broken Arrow"

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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Now if you could show me a gattling bazooka napalm launcher I'd be impressed! :shock:
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Slax
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Re: NAM "Broken Arrow"

Post by Slax »

A minigun with explosive incendiary rounds? ;)

Edit: You might find this list inspiring. Most of what's there was used during the 'nam era. Not necessarily by the US or Vietcong, mind you, but I bet some specialist brought in... well, something special.
I mean come on! You can't have a cool selection of guns without throwing in at least a few obscure goodies. :)
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

I promise to throw in at least one obscure weapon. Just for you. :mrgreen:

As if sharped bamboo sticks with human fecesses isn't odd enough! If not just disgusting and cowardly...
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Slax
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Re: NAM "Broken Arrow"

Post by Slax »

Poo on a sharp stick. Yeeeeeah...
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Big C
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Re: NAM "Broken Arrow"

Post by Big C »

I'll be expecting a MIDI rendition of Ritt der Walküren to start playing whenever I call in a chopper strike. :P

Also, I am not sure the M4 carbine was in service during Vietnam...
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Slax
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Re: NAM "Broken Arrow"

Post by Slax »

Big C wrote:Also, I am not sure the M4 carbine was in service during Vietnam...
What'choo talkin' 'bout?
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Zero X. Diamond
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Re: NAM "Broken Arrow"

Post by Zero X. Diamond »

I took a look at SEAL Team, just for the hell of it. Unfortunately, it seems that everything--even the sounds, surprisingly--is compressed. Either that or I have somehow completely missed the graphics for the soldiers, which I doubt.

Oh, compression! You are my greatest foe!
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Zero X. Diamond wrote:I took a look at SEAL Team, just for the hell of it. Unfortunately, it seems that everything--even the sounds, surprisingly--is compressed. Either that or I have somehow completely missed the graphics for the soldiers, which I doubt.

Oh, compression! You are my greatest foe!
I have a contact who knows assembly code and has experience reverse engineering software. I'll see what he says. I'd imagine for most dos games the.pcx format was most popular. I have 2 copies of Seal Team, one on CD and the other on a 10 games for $10 compilation release. I'll compare the two versions side by side and see if there are any differences. As a last resort I could always used Sprites from "Napalm" and recreate the sprites from Seal Team.
Last edited by Tragos on Tue Dec 07, 2010 1:32 pm, edited 2 times in total.
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Big C
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Re: NAM "Broken Arrow"

Post by Big C »

@Slax:

I could be wrong. I could be thinking of that telescoping plastic stock which is standard on M4s these days, and IIRC that stock didn't exist on Vietnam-era AR-15 series weapons. Hence I could be misremembering as if it lacked the telescoping stock then I have no idea what a Vietnam-era M4 would look like...
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CrystalWolf
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Re: NAM "Broken Arrow"

Post by CrystalWolf »

I really love and appreciate the art style you're going for here. Keep going, man - the screenshots remind me of 3D Construction Kit (or Virtual Reality Studio, depending on where you got it), in a really good way, and the color scheme of a C64 game. Please keep it up!
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

CrystalWolf wrote:I really love and appreciate the art style you're going for here. Keep going, man - the screenshots remind me of 3D Construction Kit (or Virtual Reality Studio, depending on where you got it), in a really good way, and the color scheme of a C64 game. Please keep it up!
Funny you should mention the 3D Construction Kit by Domark. On my website there is a link to a developer who is creating a modern variant of the Freescape engine.
http://members.allegro.cc/ThomasHarte/p ... index.html

I still remember Castle Master having the most bad ass music.
http://www.youtube.com/watch?v=PSzcoG7k2FI

Awhile back I scored on Amazon the very rare "3D Construction Kit II" sealed in the box for $50. It's torture because I want to open is really bad but that ruin its value! :(
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Zero X. Diamond
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Re: NAM "Broken Arrow"

Post by Zero X. Diamond »

Tragos wrote:
Zero X. Diamond wrote:I took a look at SEAL Team, just for the hell of it. Unfortunately, it seems that everything--even the sounds, surprisingly--is compressed. Either that or I have somehow completely missed the graphics for the soldiers, which I doubt.

Oh, compression! You are my greatest foe!
I have a contact who knows assembly code and has experience reverse engineering software. I'll see what he says. I'd imagine for most dos games the.pcx format was most popular. I have 2 copies of Seal Team, one on CD and the other on a 10 games for $10 compilation release. I'll compare the two versions side by side and see if there are any differences. As a last resort I could always used Sprites from "Napalm" and recreate the sprites from Seal Team.
Well, if it's any help then, the files appear to be stored in the .LIB files of the game. Sounds are, as far as I can tell, 8-bit mono PCM data with a playback rate of 8000 hz and are compressed in some way within SOUND.LIB. Music is highly suggested to be MIDI by some of the filenames in the game folder. Hope that your friend can crack the thing open for you!
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Tragos
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Raycast error?

Post by Tragos »

Spoiler:
Nothing in my map is wrong, but I've been running into this problem more often. I believe the cause is raycaster is being pushed too far. To compensate for this i was breaking up the map into 12608x12608 cells and connecting them, but it would appear to need to scale them down much more. Any ideas?

The problem could also be the mountains, even though they wern't giving me issues earlier.
Spoiler:

The mountains are not the issue, they are fine when you get a little closer. Even with the simplistic graphics it appears Zdoom cannot work with extreme distances... Speaking of which, what is the maximum size for a room before the engine craps out? Would a large skybox prevent this from happening? I guess I can try that next.
Last edited by Tragos on Wed Dec 08, 2010 11:05 am, edited 1 time in total.
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NeuralStunner
 
 
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Re: NAM "Broken Arrow"

Post by NeuralStunner »

Never go much over 11,000 in either direction (that is, -11000 to 11000 for each axis). You'll run into weird rendering and logic glitches if you push those boundaries too far.
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Tragos
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Re: NAM "Broken Arrow"

Post by Tragos »

Thanks for that tip. Are there any such limitations for sector height? I have it set to 1024 right now, which will give the Huey's, Cobra's, etc plenty of room to fly around.
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