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Old 20-11-14, 14:47   #1021
Lwmte
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Thanks! I just can't understand what's going on with BSP tree code, as it's too hard to understand for me! But TeslaRus have even more complicated things in mind to do, so expect something more cool in the near future!

As for me... I have finally fixed a bug which disturbed me since the very beginning! If you remember, OpenTomb sometimes corrupts certain meshes in level, particularly it's noticeable in advanced custom levels, like Josep Borrut's "A witch shall be born". Instead of columns and architecture pieces there were trashed skybox meshes, binocular graphics, and other ridiculous stuff. Today I finally found time and realized that level parser wrongly increased mesh pointer for each mesh in entity, which was wrong for dublicated mesh indexes. So, changed two lines of code, and now that great Josep Borrut's level loads perfectly!

You can test it with last SF commit, but note that animated textures code is still messed up.
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Old 20-11-14, 14:57   #1022
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Hey can you push a build for us normobs who can't compile it?
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Old 20-11-14, 15:10   #1023
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vobject does this every few days, I think you'll get nightly build very soon. Currently there are some serious bugs regarding transparency and animated textures which were inflicted by BSP tree implementation, so possibly it's better to wait for more stable revision anyway!

But I have uploaded my local build anyway, here it is!
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Old 20-11-14, 15:38   #1024
Ado Croft
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OMG, Lwmte now it works like a charm )Great job and also Tesla Rus made really good progress. Finally there are showed mesh transparent textures in TR3-TR5 There are some bugs with animated textures but it is not a big deal
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Old 20-11-14, 18:07   #1025
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Hey there! I'm really interested in your engine and I'm building a (adventure) engine too.
I'd like to know, how StateIDs are "calculated" or processed.
E.g. How does the connection between Lara and a switch work?
How does the Gravity processing look like and how do you forbid to crawl while inserting a key?
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Old 20-11-14, 23:06   #1026
Turbo Pascal
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Quote:
and I'm building a (adventure) engine too.
I'd like to know, how StateIDs are "calculated" or processed.
E.g. How does the connection between Lara and a switch work?
How does the Gravity processing look like and how do you forbid to crawl while inserting a key?
The concep that handle your problem is called Finite State machine (FMS).

you can read this short article about it:

https://www.fastgraph.com/fsm.html

It is easy to understand and no hard to implement.

Handling gravity is another subject and it is explained in most jumping tutorials.

Good luck.

Last edited by Turbo Pascal; 20-11-14 at 23:08.
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Old 22-11-14, 10:59   #1027
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In TR4/5 you can push blocks outside the map if you hold action and forward.
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Old 24-11-14, 19:46   #1028
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In latest commit (4f489e) engine crash with error: "Error in opentomb: munmap_chunk(): invalid pointer: 0x082632e6" while I change game or level through the console (setgame, setlevel command).

Last edited by pmatulka; 24-11-14 at 19:53.
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Old 26-11-14, 17:38   #1029
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Quote:
In latest commit (4f489e) engine crash with error: "Error in opentomb: munmap_chunk(): invalid pointer: 0x082632e6" while I change game or level through the console (setgame, setlevel command).
Strange, in that commit I has no crashes, but I made build clearn (base structures was changed); This time I rebuild BSP system to dynamic (little bit slower, but allows to rendering correctly animated / moved / intersected transparency objects).
Quote:
In TR4/5 you can push blocks outside the map if you hold action and forward.
Thanks, I will fit it in some days;
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Old 27-11-14, 07:35   #1030
Ado Croft
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Great job Tesla Rus Finally there are green crystals rendered in TR3 and other transparent moveable objects I have noticed when Lara picks up some transparent item this item will be still rendered on map. For exampe in a case of red crystals in Coastal Village.
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