@Rich:
I'm having a problem using the ghost command with fade. i wanted a nice way to show the bunkers taking damage, and i thought have them fade out gradually with each hit by ghosting the object then decrementing the fade value using the strength variable of each bunker. I have set ambient light to '0' to use 'fade object' to make the objects vanish, and i have placed 4 'custom' lights using 'make light' to light the scene. but... when i try and use '`fade object bunkerObj, bunker(bunkerObj).strength'
everything goes black, including all the invaders and all bunkers, the matrix remains lit. Its a really simple piece of code, i have gone over and over it, trying to see if its a mistake i've made, but after a few hours i kinda, fell asleep
Another one is when the bullet from the players ground ship is released i have debug info that is printed to the screen when i press tab, this shows me the X and Y position of the bullet as it travels upwards. The bullet always stay on the same Z axis. When the bullet is nearly at the top invader it dissapears even though the debug info still reports it moving and it still collides with the top invaders. If i move the camera using a FPS style to watch the bullet move upwards, tracking it, i see it reach the top invader and move higher to where it should reach the cieling i've coded, so as to reach the saucer when it goes across. There seems to be an issue with the camera clipping the bullet but not the invaders, maybe because its a small (12poly object)? also even though these are very low poly models there is tremendous slow down, which i hear shall be rectified with patch 4
This is a sample of the kind of thing i found while doing it, i found a few things i thought to be bugs, i can't remember the others, i'll have another bash tonight and i'll make notes.
Its a shame because i want to make it look realy nice with particle effects and hugh bomb blasts when enemies are shot, *.xm music provided by bassmod.dll, nice starry backgrounds, camera tracking, etc..etc.. but i just seem to be redoing my code over and over trying to convince myself its not me whos made a mistake
@DarthPuff:
Yeah im gonna redo the ground to be a bit more in keeping with the 'feel' of space invaders
What the flame does not consume, consumes the flame.
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