
Only one tiny little problem, the guns/power-ups turn like mad man. They spin freaking fast.

I have around 620/820 FPS in 3D (with those objects off it's around 720/1020). In zone editor I have around 105/175. I tried putting on v-sync in Ati menu, but it does not look like it has any effect (also after pressing V in the editor).TradeMark wrote:Yeah they arent synced with time at all, seems like you dont have v-sync on. Press V to put it on, but its not supported on all cards... Whats your FPS when they spin too fast?
I'll make them synced with time in next release.
yeah doing that next, although it will not use the map object icons, but the weapon icons at top right corner in game.Sektor wrote:Very cool. For screenshots, it needs an option to display the objects larger so you can still see them when zoomed out and an option to pause the animation (although I noticed it pauses if you go to the menu).
Oh? i always wondered what the heck was that in the dafes death valleySektor wrote:COLLECT_23 Instant bomb isn't displayed yet. It looks like a blue letter I in the style file.
hmm, nice, i totally forgot there are such precompiler stuff. I will strip all PSX lines out.Sektor wrote:I copied bil.mis to industrial-2p.mis so I could see Industrial objects. It displays the Playstation objects and the PC objects (they aren't all in the same location). It's the only .mis file that has #ifdef PSX lines.
What GFX card you had? O_o such cards with such speeds should support v-sync... well im going to make framerate limiter anyways.Cuban-Pete wrote:I have around 620/820 FPS in 3D (with those objects off it's around 720/1020). In zone editor I have around 105/175. I tried putting on v-sync in Ati menu, but it does not look like it has any effect (also after pressing V in the editor).
(I tried this on Tiny Zaibatsu Town from Gustavob)
Very nice! Even spawn points where several cars appear on the same coordinates are shown correctly (only the first car in the script is shown, instead of all cars on top of each other). The only sprites I miss are the CHARs. Minor issue with the car trailers: cars that are put on a trailer with PUT_CAR_ON_TRAILER appear on their spawn point instead of on the trailer. Don't know if this can be fixed easily.TradeMark wrote:- Cars, generators and objects are now visible in the editor with animations, shadows and tanks/jeeps/firetruck/tvvan turrets! Also car trailers are visible; even the MINI_CAR is supported!
Yes, I'm impressed with how much it actually looks like GTA2 ingame. Kinda makes you want to play GTA2 with a Chinatown Wars view. : -Pand everything looks exactly like in GTA2! (99% match)
Great! Now we have SimCopter and Streets of SimCity! : -PTradeMark wrote:Added setting to disable camera tilting when rotating (options -> camera settings -> tilt camera on turns).
Apart from the instant vehicle bomb, there are eight unused weapon and pick-up slots which will produce a big colored letter. The won't be used often, but theoretically they could be used as objects to pick up in capture the flag-like game modes. If it isn't any problem, you might as well add them to the editor.Oh? i always wondered what the heck was that in the dafes death valley
Actually it puts them all on the map not caring are they on same coorinates (how would i know which car to show...)Lantyz wrote:Very nice! Even spawn points where several cars appear on the same coordinates are shown correctly (only the first car in the script is shown, instead of all cars on top of each other).
How would i render CHAR's? are they just ped sprites? Note that it stops reading the script at WHILE or WHILE_EXEC.Lantyz wrote:The only sprites I miss are the CHARs.
Sure it can be fixedLantyz wrote:Minor issue with the car trailers: cars that are put on a trailer with PUT_CAR_ON_TRAILER appear on their spawn point instead of on the trailer. Don't know if this can be fixed easily.
Yes, they actually were supported at the first alpha versions, but i removed support since i made faster rendering and it is completely static, so i cant modify map at all. I will think if i could do some fast solution for this... but im afraid the water animation will make it really slow since theres lots of water tiles in every map.Lantyz wrote:Will tile animations also be supported in a future release?
Thanks! im gonna add them, but can you tell me which sprite icon i should use? big or small? i found out there are big and small letters...Lantyz wrote:Apart from the instant vehicle bomb, there are eight unused weapon and pick-up slots which will produce a big colored letter. The won't be used often, but theoretically they could be used as objects to pick up in capture the flag-like game modes. If it isn't any problem, you might as well add them to the editor.
COLLECT_11: Yellow L
COLLECT_12: Yellow M
COLLECT_13: Yellow N
COLLECT_14: Yellow O
COLLECT_24: Blue J
COLLECT_25: Blue K
COLLECT_26: Blue L
COLLECT_27: Blue M
Yes, they are only sprites. You can show them only with remap 0 at the moment (like with cars) or check if its a cop remap, gang remap or normal ped remap, then you use the stopped character image from sty file that is used for each of them (yellow one for cop remaps, dark grey/black one for gang remap and red/green one for normal peds. Check http://en.wikigta.org/wiki/Code_lists_% ... ter_remaps)TradeMark wrote:How would i render CHAR's? are they just ped sprites? Note that it stops reading the script at WHILE or WHILE_EXEC.
How exactly it is more annoying than in GTA2? Too fast? next version makes them always same speed no matter on FPS.BenMillard wrote:The animation is annoying but the effect is awesome.
Oh there is such a command?BenMillard wrote:Textures for Golden Lap seem to working fine now. But the hundreds of tyres which line parts of the track are missing. I take it your .mis parsing doesn't process LAUNCH_MISSION(another-script.mis) commands?
would be nice to know exactly which version you had black images.BenMillard wrote:Minimap JPEGs in the Path to Editor/data/ folder seem to be working now, as well. Some of them were partially or entirely black for me in earlier versions.
Yeah, i made them in separate settings since those player start positions are quite ugly and annoying if you want to take screenshot with objects visible. I think i will render the ped sprites under those white player positions, so when you turn that player positions off, you would see normal ped sprites instead. They are big and white so you can easily see where they are.BenMillard wrote:NumPad 4 no longer seems to turn off player start positions. Display > Player start positions works, although the tick is always present. (Think you mentioned the ticks in menus are a known issue already?)
In GTA2 it is not annoying as you are playing a game. The movement helps you see there's a weapon you can pick up and shoot people with. They stand out from the movement of peds, cops, gang members, cars and so on.TradeMark wrote:How exactly it is more annoying than in GTA2?BenMillard wrote:The animation is annoying but the effect is awesome.
That isn't the request. They should never animate within the editor. Adding controls so users can turn off useless features complicates the user interface for no good reason.TradeMark wrote:Why dont you just say "add button to hide objects that animate" ?