13-04-14, 08:46 | #481 |
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Joined: Aug 2010
Posts: 1,809
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By the way, great news! TeslaRus just updated engine with BASIC TRIGGER SUPPORT!
In the new engine archive, you now have LEVEL2_trigger.lua file in /scripts/tr1/ directory. This is an example (and very rough) trigger script, but it already shows how easy it is - to write triggers and commands via Lua language. You can easily link ANY function to any item - thus making it possible to remap doors functioning like traps, keyholes like pick-up items, etc. This may seem unnecessary, but it opens HUGE potential for modifying engine behaviour in the future. Here is the demo of trigger functionality. Note that there is a bug with collapsible floor, but everything else works fine. Last edited by Lwmte; 13-04-14 at 12:46. |
13-04-14, 17:53 | #482 | |
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Joined: Jan 2004
Posts: 111
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Quote:
You can do a main class with Fill_buffer(abuffer) defined as virtual and then derived a new classes from it where you implement Fill_buffer. that way you have toggplayer, tmp3player, twavplayer, etc. The drawback for that aproach is that every new class looks like there are independient from each other. (also you need to use C++ for this aproach, no plain C). Maybe the choice you would preffer is to add those 3 different procedures to one class and set Fill_buffer as dynamic caller which can be interchanged via pointers. It fit better the triggers way play_soundtrack trigger. good luck. |
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13-04-14, 19:03 | #483 |
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Joined: Jan 2012
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wow this Project is going faster tan i thought very promising engine
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13-04-14, 22:03 | #484 |
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Joined: Apr 2005
Posts: 9,208
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This is looking great. And TR1 in accelerated graphics rendering is so pretty.
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14-04-14, 15:02 | #485 |
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Joined: Aug 2010
Posts: 1,809
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...and we have no any shaders / shadows / lighting effects programmed yet... Imagine how it will look like with all this stuff!
By the way, I got a letter from TeslaRus - he is now already finishing keyholes / switches functionality! All is done in Lua scripts, plus there is task scripting, which allows very flexible timer operation and many more possibilities! So finally we will have proper interaction in levels. Soon there will be update at SF. So, next thing to implement is (I dare to say it)... inventory? Last edited by Lwmte; 14-04-14 at 15:03. |
14-04-14, 15:32 | #486 |
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Joined: Aug 2005
Posts: 4,154
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Ooh Ensi, I was wondering if perhaps you could make a list of things that need to be done before you consider the engine fully functional...
And a list of things that you had wanted to get done that are now already done to see things with perspective and anticipation of the things that remain... It seems you all have made so much progress already...Can't wait to see it done! |
14-04-14, 15:42 | #487 |
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Joined: Aug 2010
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There IS in fact todo list, it is inside main_SDL.cpp source file, but it is already outdated, since many things were already implemented (sound, animated textures etc.).
Complete functionality... well, look at projects like OpenTTD, it is now fully developed and stable, and yet there are still things to be added. There are lots of things to do, and maybe when TeslaRus finishes scripting functionality, there will be more people involved with development of entity programming (i. e. traps, doors, enemies etc.), since it doesn't require source code access and recompiling binaries every time. |
14-04-14, 17:35 | #488 |
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Joined: Jan 2013
Posts: 195
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triggers
New engine update. LEVEL2.PHD triggers example
http://www.youtube.com/watch?v=Td7DE...ature=youtu.be P.S. I forget to add timer var to the scripting, but it is very easy |
14-04-14, 18:09 | #489 |
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Joined: Apr 2005
Posts: 9,208
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Oh crap, this is going smooth... To be perfectly honest I thought this project would probably go down the drain once you got to programming triggers, which make up the actual gameplay system, but whoa, you're not stopping. And swimming is working too...
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14-04-14, 18:14 | #490 |
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Joined: Jan 2012
Posts: 2,090
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your work is awesome, if you guys continue like this in some ...not too far away , many things will be ready
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