firmware?
(I'm also using a fat with 3.90 M33-2, game folder homebrew 3.90 kernel)
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firmware?
(I'm also using a fat with 3.90 M33-2, game folder homebrew 3.90 kernel)
im finishing my 1st official mod (not a gallery like the racing room) hopefully it will be done in a day or two.
First tried with 3.90 M33-2 game folder homebrew with the 3.90 kernel now iam using 4.01 M33-2 game folder with 4.01 kernel. on both firmwares it bugs,iam playing the built-in map that comes with DAR, ive noticed that sometimes (quite rare) it doesnt freeze but most times it does :/
hola.soy a fan of halo and that also likes you, I am also a follower of all his works.
wanted to ask permission to make a mod of halo.
I have always worked with the quake and I would try to dungeons.
Like pense que le gustaria que lo try.
you decide if he chooses not, I do nothing.
thanks and greetings.
Google traductions.sorry:PC:
Sure, use the Dungeons Editor to make any mod you like! (But I don't know, how the creators of Halo see this. I think it's ok, as long as you don't make money with it)
although bungie seems pretty strict with this, look at the whole halogen thingy.
has always been my mod for personal use.
I never asked for money or what I need.
just enough to make me happy wing people, as you made me have fun with the dungeons, the games are homemade pasion.no my game never any commercial and not because.
Finally, I hope to get a mod for fun todos.creo that it's a good idea.
gracias.y a greeting from spain:)
Just to say to the developer (Charnold) that he is really making good stuffs.tha graphics are impressive!
jomart2000, if you don't use the name of halo anywhere in your homebrew you will avoid problems....
Frack when can we expect the final of the new frack mod? :)
SWE_PsYcHo, I'm working on two differents engines at the same time, the dungeons engine 2 and on the quake 1 engine With Kurok, i'll maybe make a single player frack mod with the DE2 and a multiplayer one for Kurok, using the same level design for the two homebrews and using the advantages of each homebrews..
The Dungeons Editor is in constant progress but not 100% optimised yet, i've not enough fps for now for my news levels, so we have to wait for the nexts editor's updates .
MAYBE for christmas, but a second demo could be realeased before..
nice development, gotta try this out :D
http://www.caweb.de/psp_dar/106.png
download
I've just uploaded version 1.0.6
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
editor changes:
- set hitpoints of each enemy
game changes:
- set hitpoints of player (config.txt)
- faster rendering of world geometry
Dude, now that is pretty beast right there. Very very nice.
Awesome :)
Whoa, releasing new versions like crazy!
Thanks!
god accion,bots,super good.:tup:
great timing! now i just need a day and i will upload my mod. its finished (except for one thing) then im going to update/use the new tools to test.
it should be done tomorrow
The Deadly Castle
Link:http://www.sendspace.com/file/se0b87
http://img155.imageshack.us/img155/8963/photo1cz8.png
http://img155.imageshack.us/img155/8...b678174e53.jpg
http://img253.imageshack.us/img253/4...shot010fo9.png
http://img253.imageshack.us/img253/4...1690107e63.jpg
http://img253.imageshack.us/img253/6...shot012tu9.png
http://img253.imageshack.us/img253/6...457ceb3097.jpg
I hope you enjoy:tup::dj::Jump::tup:
Wow. That is really good. Platforms took me a while to figure out, great addition to the game. I never would have thought of that. Beast map.
Waypoints would be pretty cool for bots, you could have hallways with gaurds walking along them. Also, a customizable enemy sight range would be awesome.
Nice update Charnold and The Deadly Castle is cool too BTR711.
Hey,
I've run into a little bit of a problem with the editor, well really it's the game thats causing the problem.
I'm applying 3 textures to a component face, a background, an image with transparency and the same image glowing (in that order).
In the editor it's looking like this:
http://img149.imageshack.us/img149/6...torshotpu0.png
But in the game, however only the PSP version I get this:
http://img367.imageshack.us/img367/1166/gameshotnz7.png
For that component face I have used the following settings:
Slot 1 - Green Background Texture
Default Settings
Slot 2 - Bronze Panel
Blending: Alpha Blend
Rest of settings Default
Slot 3 - Bronze Panel Glow
Blending: GLOW_SIN_SLO
Rest of settings Default
Now, Im no expert but I'd imagine that the aplha transparency on slot 3 is being replaced by black on the PSP as it doesn't support that unless set to 'alpha blend'. However, Windows does so its working fine in the editor and the PC version of the game.
Is there any way round this or is this something that could be patched in an update to the engine?
Thanks in advance,
JamesX
In the editor, you can select the psp-pixelformat for the texture. Did you select a format, that supports an alpha channel (5650 = doesn't support alpha, 4444 = 4 bit for alpha, 8888 = 8 bit for alpha, ...)
thanks to those of you who liked my game =)
im now working on something new and hopefully it will be awesome =) much more complex world. with many hidden things(not gona tell)
do normal solid textures(ones that do not flash, light up and or move affect the frame rate of the game?
what causes the biggest slowdown for the frame rate? (that bogs down the psp)
i thought that you said that you would be giving us a new zoom so we can make smaller things like paper, is there any word on that? because the zoom factor 11-13 makes the same size pieces
To speed up texture rendering, you can:
- select a 16 bit color format (4444, 5551 or 5650), and not the 32 bit format (8888)
- use lower resolution textures
- load the most used textures to vram
I'll add a new zoom in the next updates!
Could someone walk me through the EXACT actions, down to the click and keystroke, of the steps I should follow to construct one box as one map area, then another cube as another map area, and link them?
It would be very much appreciated.
Out of curiosity, is there any possibility of proper collision detection with non-cuboid objects, such as 45 degree angle walls? Just wondering. Besides that, I do say, this is awesome indeed.