Posted by Turbo Pascal on July 10, 2000 at 11:43:05:
Hi guys,
Yestarday i worked in the box/overlaps/zones (The AI structures),
and work great, i think that work exactly like originals
levels, the enimies are not stupid now, they found the way
to get you, avoid walls or blocks, clib/unclib using stairs and they
run around if Lara is unaccesible; also the Camera work perfect now.
I know that you already know the behavior for enemies in all
TR series, but now that i had to work so close with this section i
realized that the original Programmer from Core (Paul Douglas i think) did
a GREAT PIECE OF CODE with the AI. it is so ammazing.
I only have to make a minor adjust so enemies can climb using slants,
i will do it today so i will post the fixed treditor tomorow.
Also i need that BART explain me (puting a screenshot) what is the problem that
he found with pools/semi-pools so i can fix it too.
------------
I found 2 bugs in the actual Rview 3.0,
- after used the "change all textures" option you
get a "invalid bound index (-1)" error each time
that you click for put a texture.
I already fixed that problem.
- There is a weird bug that i don't have found yet,
seems that after importing a room from DXF, then
i save all rooms in MSH file, then when i put back
from MSH the room#1 is completly destroyed.
I don't know what is wrong, so if you already found
some other problem with MSH, please let me know.
Please let me know what other thing need to be fixed before
i posted the fixed Rview 3.0.
Turbo Pascal.