
Dungeons: Assault Run

3d engine / editor by charnold (charnold@gmx.de / www.caweb.de)

comments / suggestions: visit http://forums.qj.net/f-psp-development-forum-11.html/ or send to charnold@gmx.de


New in version 1.0.6

- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

editor changes:

- set hitpoints of each enemy

game changes:

- set hitpoints of player (config.txt)
- faster rendering of world geometry


New in version 1.0.5 (just a new eboot)

- faster collision detection of enemy bullets vs. player
- faster collision detection of enemy vs. world geometry
- slightly faster rendering of bullets and world geometry
- new option in config.txt: [GODMODE] on/off
- weapon shooting range + enemy sight range limited to 50 meter


New in version 1.0.4

editor changes:

- game geometry view shows enemie's attack animation frame with the bullet's starting position

game changes:

- simple enemy AI:
- enemies check, if they see the player and alarm other enemies
- enemies are alarmed when the player shoots
- global alarm stops when no enemy sees the player for some time
- enemies evade when the player aims at them
- enemies try to aim at the player, when they are in alarmed state
- enemies shoot at the player (visible bullets)
- collision detection bullets - player, player dies after some hits


New in version 1.0.3

- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

editor changes:

- bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first)

new property per component: is level-exit (yes/no)

- when the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...).
- when a map has a level exit and there is no next map, the map001.d2 is loaded again
- when the next map has a different modelpack, the md3 models are also deleted and loaded

game changes:

- config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text
- particle effect when hitting enemies


New in version 1.0.2

- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

new properties per maparea:
- fog on/off
- fog color
- fog start/end distance
- z-clipping distance

new property per map:
- load complete map into game on/off

other editor changes:
- rotate and mirror local texture coordinates
- confirmation before deleting items


New in version 1.0.1

- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

editor changes:

- lights: size 0 = invisible light
- startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map)
- now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs
- fixed: crash of weaponlist in edit startpoint, when no modelpack loaded
- fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys)
- calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area)
- editor help file updated
- new option in modelpack (per weapon): 1st person offset x,y,z
- "real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample)

