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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