Pre-alpha mission restoration #147
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Yeah, I have to admit I got bored of this once I realised the limitations. It's cool to have, but I soon realised that it would be quite a bit of effort to recreate the original without much real payoff. Not being able to walk across the map at all breaks most of the interesting stuff like the women following the man, and the other behaviours exhibited in the demo is actually quite hard to mimic without having to create loads of commands for each NPC (and you have to figure out who was doing what originally), as in the original they do all kinds of peculiar things (only attacking certain enemies, walking towards that big battle). Even the basic Wander command shows the difference in pathfinding and behaviour between versions. Also I converted it using my crappy old script to version 17 (because I haven't supported the pre-alpha level formats in my editor yet), which means it has weird bugs, so I really need to do it again properly. I might stick it up here for people to play with if there is interest. The other problem with the map is it can't even really be used for new levels. Even in the original demo it doesn't seem possible to go over the large road bridge, it looks to me like this was some dead end of development that was replaced with the proper roads. Also it has a weird scale, with buildings way too small for the people. Might make a nice starting point for someone to make a new map, if we ever get there, though. |
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Update on mirror textures: In pre-alpha, that referred to a back copy of screen buffer. In the final, the scratch buffer reuses the So, that texture shows bitmap interpetation of vehicle data. We probably want to make that buffer usable, somehow. Though I don't know how, yet. |
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Another version: A lot of trial and error. I took away the stupid in-area wandering. This time I made everyone neutral, and made them all run to the "battle" area, which then gives them a kill all group command, with one of their two enemy groups listed (alternating between each member of the group, so one zealot has punks, one has agents, etc). This works reasonably well, looks less stupid and you actually get something of a battle. I modded up the zealots and they now usually win, mainly due to them eventually arriving in a group when the agents are spread thin. Before this they would get trounced. I also removed the lasers from the spiders, what was happening was a zealot would graze one with his electron mace at the start, and then they would completely eradicate all zealots on the map in seconds. Punks get completely trashed at the moment, so I guess the obvious next step is to pump them up to the level of the zealots. I replaced all the main NPC types with standard values for health etc, rather than the pre alpha ones, as they were just no good for the real game. |
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Think I'll give up for now, this works quite well: https://filebin.net/u1ploljz144hjo76 I tried to beef up the unguided, but this actually had the opposite effect. As there are fewer of them and they start off next to zealots, it just meant they mostly wiped each other out, and then the army of agents would finish them off in seconds. So I just left the unguided weak and zealots pretty strong. Had one session where only 1 zealot was left and no agents. Might upload this to the levels repository in a while. |
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The map from pre-alpha is buggy and unfinished, and level is is mostly automatic generation, with some behaviors, which look like they're scripted, being hard-coded into game code (ie. civilian women following a suitcase man or fight near one of the the top map corners).
There's also no objective. You just wander around until you get bored.
Still, it's an interesting exercise to make that work within SW Port.
I just made several fixes to DAT loading, and the original DAT map now has lightning which matches the look in pre-alpha engine.
Some issues in map:
Level file for that was created by @Moburma.
Both map and level were not added to swars-levels repo yet.
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