Posted by rgbold on May 04, 2000 at 00:49:54:
Hopefully mr. Stone is still around...
As an aside, I've been working on pulling all moveables/spriteseq from each
version to try to put together a library (per genre). As a tool, I coded a
utility to insert lions/dogs/doors/switches etc. into the level. The library
is quite a ways off, but was going to release the utility to use for enhancing
TReditor levels,etc. Thing works pretty well for TR1 genre, only using a
crude box/overlap scheme per room.
HOWEVER, prob is was going to up it to support TR2/3 seeing that Turbo
has done great again. Problem is with the enemies...the items/switches work
fine. Problem is that the lion/bear etc. always runs to the corner Laura starts
in and stays there trying to get thru the wall.
The crude box/overlap data I use is just to cover the area of the room
as one big box (less 0x400 each side);
I thought I understood how the box/overlap/zone info worked but DID something
in the AI change? Like I said, works fine in TR1.
Any help greatly appreciated , want to get this up this weekend.
Thanks, rgbold...