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Comment History
mescalin
mescalin - - 5 comments @ Hellbound

probably my favourite wad of all time, big maps are easy to get lost in, but most the puzzles and layouts follow a logic that helps prompt where you are making it only as frustrating as doom already can be

it's great with brutal doom, where it's varied pace of corridor shooting and big set invasion trap bits work really well

some of the levels are far more three dimensional than normal doom levels, giant canyons and multi-level factory type places

i don't get how this was a runner up for he caco-award, because as far as wads i've played, it's unique in it's ambition, and better than many of the winners

Good karma+1 vote
mescalin
mescalin - - 5 comments @ American vehicles

you're watching documentaries that make it out that way. The Bradley is an excellent machine and the Americans make some epic armour.

This tank killer was also a good at the time. 6 recoilless rifles to be fired with no reload, like half the weight, what a nightmare for enemy tanks!

that you guys think the M50 is stupid shows you know nothing about it's role

Good karma+2 votes
mescalin
mescalin - - 5 comments @ an update... odd, i know

well this is fail isn't it

it's just fun reading the updates about things breaking and blah blah, how he feels etc... yeah this is not someone that has the capability of making a mod

Good karma+1 vote
mescalin
mescalin - - 5 comments @ Custom

did you include using cbe at the top so it points to the right libraries?

also did you write the appropriate libraries?.... don't get me wrong the cbe can potentially be the most powerful game engine there is, it's just getting it working can be quite long winded

Good karma-1 votes
mescalin
mescalin - - 5 comments @ Let's talk about biomes.

i was just trying to figure this out, i think I call this a "tileset" really but i like the word

in my code I store such things in arrays of course, I tend to serialise the data for stuff like this manually. So you say an interesting file structure, well it's more like 0,0,0,10,0,0,10,0,0 no pun (in a string). In your case probably a 3d array with ints as the ref key to the tile.

The real trick for procedural generation is having a seed number that recreates an entire level, the memory saving trick of old was that you walk about the level and the locations and stuff of objects where not in an array structure but being randomly placed as you moved around.

Good karma+1 vote