Trying to work on Evil Unleashed more, I tried writing a dumb automap that would highlight the interiors of sectors with another color on the helmet hud, like what the mockup in Alpha 0.2 shows. it's a little limited, creating a bitmap when you start a level (a la alpha 0.3 and alpha 0.5) so it's not dynamic but it'll work for my purposes. (I don't think it's too much of a gameplay cheat, since the scale is fixed and you can't manually pan it. Any obvious secrets can have their lines hidden from it).
It uses a scheme inspired by the Amiga's blitter. Any line that isn't perfectly horizontal is drawn into a scratch buffer, with information about whether or not there's a sector on the left or right of the line. I then go through each line, starting to fill when I encounter a "there's a sector to the right" bit and stopping when I encounter a "there's a sector to the left" bit (with some code to handle the situation of 2s lines). Currently it does this one sector at a time but it might be possible to do all at once.
Honestly, at this low resolution, it might also be possible to do it dynamically, but there's some rabbit holes associated with that I feel.
I decided to record one of my tests
of the improved universal instakill.
Also, I'm testing my fully rebooted "XD_Muertes" audio pack
which when complete and well balanced,
will separate from my GameplayMod and have its own topic.
watch out. the problem of "infinite audio channels" will be very loud volume at the end of the video.
DrPyspy and I have been working on a project we've had on our minds for a while in-between all of our other projects. I'm really loving how things are coming out!
DrPyspy and I have been working on a project we've had on our minds for a while in-between all of our other projects. I'm really loving how things are coming out!
Finally getting around to implementing the #1 most requested feature since I started working on Descent stuff, allowing support for actual MIDI devices. This requires writing an implementation using the Windows MM api, which seems to have gone well. I went an incredibly lazy route and just use an output device with short messages. ZD used to do this but switched to streams though, so maybe I should consider the same. It's mostly complete save for a weird timing bug that's making the first couple of notes play really fast.
I've since learned that these songs have pretty extreme panning and the MS synth is really making it sound like some instruments just aren't playing while I wear headphones, but they magically appear if I use speakers or flip my headphones around (my right ear doesn't hear as well)
Next up I guess is creating some interface for actually selecting synths. I could be lazy and use the MIDI mapper (it currently does), but as far as I'm aware MS has made it a pain to configure the mapper and I'm sure it's better to actually have real device selection.
ed: oh right with my main goal being complete (both games now support multiplayer) I'm moving builds to github so people can actually find them and then look at how barebones my shit is