Hey guys! Well, needless to say I got 1.04 working. I have to say that the new lightmapper is the most amazing thing in FPSC, ever. I honestly can't get over how amazing you can get things looking. Well, I looked over my map and realised that generally speaking, the layout doesn't make any sense. And so, things are being redesigned (not overly, so don't worry about this taking too long) so that aesthetically, it looks right. It's getting longer and better, and while it may take a bit longer to get the labs looking good and completed (plenty more puzzles this time 'round), but it'll be worth it, believe me. There's more custom media this time, too (as you'll see with the screenshots), and I really do like how this is headed.
Anyway, here's something that doesn't happen very often:
Screenshots! That's right, I've got screenshots of the new things, although some things I want to keep from you guys so you can see it for yourself when you play.
Earston Foyer
Hallway
Painting Room
Study Room
I know that this redesign means another delay before testing but this really was something that needed to be done, so I'm sure it'll be better in the end.
Anyway, I've discovered something that I never actually previously noticed--the horrific Storyzone crash bug is gone, meaning cutscenes are possible with multiple levels. Considering most episodes arn't really going to be all that long, I'm considering taking three individual levels and making them a single episode. All in all, that would make about 3 episodes in total. It basically means better download sizes (in total, anyway), and saving would actually have some merit.
I seriously need to apologize for this whole thing taking so long. Remember, though, that from this point onwards, things should stay smooth. I had already done most of the second and third levels so really, it shouldn't be too long. Plus, I'll release the first level by itself as well anyway, just because it's taken so long that I
really need to release something substantial.
EDIT: By the way, FPSC obviously doesn't use textures that are bound to the .x file (as in ones that haven't been UV Mapped into a seperate file), but is there another way to get it to work like that? Funny thing is it sees the texture in the Entity Maker
and the editor itself, but not in test game (and assumably built games as well).
Evil has a new name. Demo out now!