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Old 07-11-14, 17:25   #981
Lwmte
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Joined: Aug 2010
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So... Finally, proper room collision allowed me to implement... What do you know...


Our beloved QUICKSAND! This is very basic implementation, however. Lara doesn't gradually drown in quicksand, her level is always on the floor level. Maybe I'll fix that soon. On the other hand, there are features: for example, if Lara falls into quicksand from a lethal height, she will be immediately consumed by it, which makes quicksand a bit more lethal. Also I've blocked out all sounds except wade sound, so Lara's grunts are not heard anymore, which is more realistic, in my opinion.

Also I had to solve "quicksand vs. NL" flag conflict, which I did in a very dumb way - at level loading time, if level is a TR3 level, and there's a quicksand flag found in a room, it is relocated from bit 7 to bit 2. I never heard that any versions of any TR engines featured 0x02 flag ever, so I suppose it could be safely re-used.

Code is already on SF!
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