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PSP Dungeons: Assault Run - 3D Editor

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 ...

  
  1. #1
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    Default PSP Dungeons: Assault Run with 3D Editor (1.0.6)

    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 12:18 PM.

  2. #2
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    awesome ...thanks iv been waiting for this :]]]
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Quote Originally Posted by qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Quote Originally Posted by jaymes
    hump and run.. =] thats called a one night stand

  3. #3
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    This looks great. A great addition to a great Homebrew game/project.

    *Downloads*
    My Creations: PatchSFO For 3.XX OE | Speech XMB | teXtMB

    PSP Phat & Slim: Both M33 | PS3: 320GB Internal HDD | PSN ID: CarBoyCam

  4. #4
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    Wow, great work. Thanks for this!

  5. #5
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    Really nice !

    Thanks for this ;)

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    aha i found the secret bathroom behind the mirror :P
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Quote Originally Posted by qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Quote Originally Posted by jaymes
    hump and run.. =] thats called a one night stand

  7. #7
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    hmm, with the editor, it wasn't secret anymore :-)

  8. #8
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    haha yeah lol ..i found it with the editor :P
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Quote Originally Posted by qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Quote Originally Posted by jaymes
    hump and run.. =] thats called a one night stand

  9. #9
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    waiting for modded maps...

  10. #10
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    hmm charnold what happend to the osx ver?
    I coulda swore your other screens were. On mac

    Ps I can help test on mac

  11. #11
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    Quote Originally Posted by a_noob
    hmm charnold what happend to the osx ver?
    I coulda swore your other screens were. On mac

    Ps I can help test on mac
    I've tested it only on my dev machine, not sure if it works:

    http://www.caweb.de/psp_dar/PSPDAR_Mac.zip

  12. #12
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    Quote Originally Posted by charnold


    waiting for modded maps...
    working on one :ROFL:
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Quote Originally Posted by qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Quote Originally Posted by jaymes
    hump and run.. =] thats called a one night stand

  13. #13
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    I plan on working on one to. Since I can model I hope to make it pretty cool.

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    Great release!!!

    *Downloads*
    *Future Maps Made by Sullivan!*

    PSN: TrueDef
    AIM: TrueDef91
    Prestige 7 On COD4

  15. #15
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    Oh, great, thanks Charnold! I'm currently busy, but i'll probably do smth with it this weekend (if won't have other plans...)
    -= 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 04:22 AM. Reason: Automerged Doublepost
    My mods for Charnold's Dungeons 3D:
    -> Serious Dungeons
    -> Dark Dungeons

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    Ther enemys dont attack? D:
    Btw, im working on a map too, i did a lot of modeling before so if i figure the editor out i will let it know ;) lol
    Edit: i cant even figure out how to delet something like an enemy or component :S

  17. #17
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    do it! :-) (maybe there is enemy ai in a few days...)

    jackmynt,

    there is a readme in the data folder

  18. #18
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    Quote Originally Posted by charnold
    do it! :-) (maybe there is enemy ai in a few days...)

    jackmynt,

    there is a readme in the data folder
    ooooooooohhhh, xD i didnt notice that im reading it straight away :)

  19. #19
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    Quote Originally Posted by charnold
    I've tested it only on my dev machine, not sure if it works:

    http://www.caweb.de/psp_dar/PSPDAR_Mac.zip
    Just gave the Mac version a quick run and it appears to work well. Nice :Jump:

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    There is only one thing left i dont get :O
    how to resize things with j,i,l,k they only replace them for me :S

    Solved, although its a little weird :P

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    with the green control, you can select which face or edge you want to move

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    Quote Originally Posted by charnold
    with the green control, you can select which face or edge you want to move
    thank you , 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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    I dont understand most of the keys darn

  24. #24
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    like what?

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    Do the textures need to be 128 x 128 or 512 x 512 or 128 x 512
    , you know what i mean i hope :P

    because with my new map with skybox my psp crashes while loading the game :S

  26. #26
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    128x128 is ok
    512x512 is ok
    128x512 is not ok
    they must be power of 2 and square (use e.g. irfanview to convert them)

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    charnold can you make it a universal binary? As I am on PPC and it just hangs. ANd the editor is an invalid binary.
    This is looking beautiful though ;)

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    Quote Originally Posted by charnold
    128x128 is ok
    512x512 is ok
    128x512 is not ok
    they must be power of 2 and square (use e.g. irfanview to convert them)
    ok 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

  29. #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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    cool thanks


 
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