ETTiNGRiNDER wrote:Looks like a map error rather than a code one. Aside from a couple of WH1 maps I haven't addressed those much yet. This one doesn't occur in the copy of the map that's on any of the CDs I have though. Is it from the Les Bird site (which had some files that were different) or some other source?
Yes, you are right, sorry, it was seems map from Les Bird, i replaced map back to original CD version and everything perfect. Also in his version of the map - game ends right after completing the map, so it's very bad
ETTiNGRiNDER wrote:Some enemies, especially armored ones, do have higher HP, also it is multiplied on higher skill settings (I think skill 2 should be considered "default" for this game). Do you mean 100 HP, or actually swinging the sword at them 100 times? The former sounds normal, the latter shouldn't be happening though.
Then it's ok) Thanks!
ETTiNGRiNDER wrote:Well, yes, allowing ranges outside of what the game originally allowed is going to look strange. I can probably have it clean up the background area to get rid of the ghosted bars, but the bar going off the screen if you set it that high is what it is. At least it doesn't crash the way Doom would.
Heh, yes, i thought the same - at least it's not crashing But its very good.
ETTiNGRiNDER wrote:And what is this file supposed to demonstrate, exactly...? I have the game and all old versions of the port on hand already. v0.5 mouse code has some bad issues with mouse sensitivity on my machine (can't fine tune it, either too slow or too fast). If the problem is just related chunkiness/smoothness rather than turn speed though I may have a solution for that, but I'll have to test it a bit more to be sure.
Just gamepack (with all versions of the game, not only ports and preset easy network setup-server-ip selector for dosbox) to test with dosbox, where everything works smooth perfect in v0.5... But ok, doesnt matter.
Yes, i meant about chunkiness/smoothness, if you have such solution - that would be absoulutely great.
Also found interesting bug/feature - pike-throwers have limited amount of pikes when they throw at you... But if you save game and load it again - their pike amount will be refilled, so you can use them to get "cheat-like" unlimited amount of pikes and use only it instead of melee weapons. It was in original code too) Seems saves dont have value of pike amount of every monster.
Also, offtop, i just ripped-converted both game graphics to png with alpha and true palletes (duplicates removed), if you interested:
One of my friend (PLEXURA) just wished to make his own HD graphic-remaster addon, but game engine seems will not allow hires he planning, so there seems nessary first to port game code-scripts to eDuke32 in Duke3d standards)