http://www.geocities.com/James_Sager5/roam.zip

Extract the data directory into the CS directory so you overwrite CS/DATA with 
new stuff

Rename your CS\apps\tutorial\simpmap  to simpmap_original.

Copy the simpmap that comes with the download to CS\apps\tutorial\simpmap 

Then just build simpmap the way you normally do. Like: Jam simpmap

-----------------------------------------------------------------------------------------------------
Read the readme.txt on how to move and fight the monsters.

There are three major bugs that I need to address sometime.
1) Jumping height depends on the speed of your computer.  Even though I do a 
low gravity algorithm:  
P->vy = Player's velocity
P->vy = P->vy - 0.1 * elapsed_time / 1000;

If you disable monsters by commenting out these lines:

/*
      Monster *cmon;

      cmon=ConC.MonC.top;
while(cmon!=NULL)
{
MoveSystemMonster (cmon, elapsed1, current1);
cmon=cmon->next;
}
*/

Then you jump much higher.  This leads me to the conclusion that different 
speed computers will probably have the player jump at different heights.  A 
desync issue like this means I can't play the game over the internet.


----------------------------------------------------------------------------------

Bug #2 and Bug #3 are similar.  In the .97 collision detection system of rapid, 
I would not be able to slowly walk through a wall, or jump through a wall.  
Also I would not be able to walk through a monster.  I'm not sure if it is 
opcode, or more likely: my mistakes in updating the code by using iTraingleMesh 
instead of iPolygonMesh.

---------------------------------------------------------------------------------

I hope you enjoy the demo.  I either have to fix these bugs or ignore them 
until I can get another programmer on board.  




         
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