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Entropy

Changing the map format

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I threw trasengaard at the current CVS...and it flinched. Turns out we need almost 200 3D objects, not just 100.  :P

 

Also, we need to restrict the zoom, else we see objects disappearing behind us.

 

 

Also:

	short e2d_local[20];

Doesn't seem to match this code fragment:

for(k=0;k<100;k++){

   int l=sectors[(j*(tile_map_size_x>>2))+i].e2d_local[k];

There is a sector there with more than 200 objects. Around 63,325.

 

You are right i'll fix the 2d thing.

 

*edit*fixed along with the get_supersector problem.

Edited by Sadez

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map_io.c: In function `load_map':

map_io.c:469: warning: implicit declaration of function `sector_add_map'

 

sector.c: In function `sector_add_map':

sector.c:108: warning: implicit declaration of function `memset'

 

Edit: gcc complains about this:

sector.c:161:2: no newline at end of file

make: *** [.depend] Error 123

 

probably because of your DOS style newlines

Edited by Vegar

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Ehm. ships are upside down, and buildings too i think (can't see the buildings, only their outlines).

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I can see trees and mountains popping up as I get closer to them.

One example is in Tarsengaard at 40,96. If I walk to 40,95 one of the rocks will disappear.

(you'll see it better if you look south)

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err.. I don't see bags

Yup, bags are invisible with current CVS client.

Edited by Grum

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Bags should appear and dissapear now.

*edit* Also raised the max amount of 3d objects per sector from 100 to 300.

Edited by Sadez

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Hey, shouldn't we get rid of that scroll-across-the-map-to-position thing? There's not much to see except a few ground tiles now, so it doesn't have the graceful effect it used to have....

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D'oh! Of course, that's what it is. I was wondering why map changes looked a bit funny to me these days.

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