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This is a discussion on PSP Dungeons: Assault Run - 3D Editor within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; This package contains the Mac+Windows versions of the Editor and the Mac+PSP+Windows versions of the Dungeons Assault Run game. www.caweb.de ...
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#1 |
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This package contains the Mac+Windows versions of the Editor and the Mac+PSP+Windows versions of the Dungeons Assault Run game.
![]() www.caweb.de Download Version 1.0.6 07-09-2008 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 06-28-2008 Version 1.0.5 - faster collision detection of enemy bullets vs. player - faster collision detection of enemy vs. world geometry - slightly faster rendering of bullets and world geometry - new option in config.txt: [GODMODE] on/off - weapon shooting range + enemy sight range limited to 50 meter 06-21-2008 Version 1.0.4 editor changes: - game geometry view shows enemie's attack animation frame with the bullet's starting position game changes: - simple enemy AI: - enemies check, if they see the player and alarm other enemies - enemies are alarmed when the player shoots - global alarm stops when no enemy sees the player for some time - enemies evade when the player aims at them - enemies try to aim at the player, when they are in alarmed state - enemies shoot at the player (visible bullets) - collision detection bullets - player, player dies after some hits 05-02-2008 Version 1.0.3 - 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: - bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first) new property per component: is level-exit (yes/no) - when the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...). - when a map has a level exit and there is no next map, the map001.d2 is loaded again - when the next map has a different modelpack, the md3 models are also deleted and loaded game changes: - config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text - particle effect when hitting enemies 04-12-2008 Version 1.0.2 new properties per maparea: - fog on/off - fog color - fog start/end distance - z-clipping distance new property per map: - load complete map into game on/off other editor changes: - rotate and mirror local texture coordinates - confirmation before deleting items other game changes: - md3 object culling against viewing frustum 03-16-2008 Version 1.0.1 New: - 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: - lights: size 0 = invisible light - startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map) - now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs - fixed: crash of weaponlist in edit startpoint, when no modelpack loaded - fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys) - calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area) - editor help file updated - new option in modelpack (per weapon): 1st person offset x,y,z - "real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample) Maps: Racing Room by BTR711 ![]() Resident Evil Mansion map by waywardson (work in progress video) Download map ![]() The first level for the Frack Mod V by Frack ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() New levels by Frack: (work in progress) Black Pearl: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Spacestation: ![]() ![]() ![]() ![]() ![]() Frack's website: http://pagesperso-orange.fr/frack.psp/downloads.html Last edited by charnold; 07-09-2008 at 01:18 PM.. |
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#2 | ||
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awesome ...thanks iv been waiting for this :]]]
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#3 |
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This looks great. A great addition to a great Homebrew game/project.
![]() *Downloads*
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My Creations: PatchSFO For 3.XX OE | Speech XMB | teXtMB
PSP Phat & Slim: Both M33 | PS3: 320GB Internal HDD | PSN ID: CarBoyCam |
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#6 | ||
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aha i found the secret bathroom behind the mirror :P
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#8 | ||
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haha yeah lol ..i found it with the editor :P
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http://www.caweb.de/psp_dar/PSPDAR_Mac.zip |
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#12 | |||
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#15 |
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Oh, great, thanks Charnold!
![]() -= Double Post =- Upd: Oh, it will be 8-th March - women's day, so i'll be busy celebrating it Anyway, i'm going to make a mod, when i have free time...
Last edited by Be3f; 03-04-2008 at 05:22 AM.. Reason: Automerged Doublepost |
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#19 | |
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#22 | |
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, i made my first box room with an enemy in it lol now i know that it works i can think of something bigger
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#28 | |
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im now testing my skybox lol hope it works with 128 x 128....yeeey, it works ![]() Yet another question, How do it change the gun that i am holding :O |
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#29 |
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jackmynt,
go to Mapobjects / Edit startpoint - here you can set the weapon for the player a_noob, are you running it on tiger? (I saw I compiled only the game as ub for 10.4, I'll compile the editor as ub later when I'm at home) |
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| Tags |
| assault , dungeons , editor , engine , glew , homebrew , openal , opengl , psp , run , sdl , wxwidgets |
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