Modify maps a bit

This commit is contained in:
Miloslav Ciz 2025-03-20 19:55:08 +01:00
parent 726931931f
commit 9ec3c6b406
4 changed files with 25 additions and 48 deletions

View file

@ -390,14 +390,14 @@ static const char *LCR_internalDataFile =
":,n4x|- :f112 :,n4A|- :f112" ":,n4x|- :f112 :,n4A|- :f112"
":'j5w2L :f117 :'n5w2J :f117" ":'j5w2L :f117 :'n5w2J :f117"
// details: // details:
":^p1KL :f113 :^G1KJ :f113" // ramps ":)p1KL :f113 :)G1KJ :f113" // ramps
":|u1A2 :f811 :|u7DI :f811 :|u7H :f811" // small walls ":|u1A2 :f811 :|u7DI :f811 :|u7H :f811" // small walls
":(c3pI :|c3o- :(g3pI :|g3o-" // shafts ":(c3pI :|c3o- :(g3pI :|g3o-" // shafts
":;c3tL :f511" // small wall ":;c3tJ :f511" // small wall
":~n1g1 :~o1f2 :~p1e2 :~q1d1" ":~n1g1 :~o1f2 :~p1e2 :~q1d1"
":nw4n2L :Iw3n :m121" // column ":nw4n2L :Iw3n :m121" // column
":'w0sJ :m111 :'C0sJ :m111 :}z0s2J| :m111" // pits ":'w0sJ :m111 :'C0sJ :m111 :}z0s2J| :m111" // pits
":=c2q3 :f513" // ice ":=c2q3 :f513" // ice
":;g082L :f151 :;g0e2J :f151 :-g58 :f117 :~g493- :~g4d3-" // gate ":;g082L :f151 :;g0e2J :f151 :-g58 :f117 :~g493- :~g4d3-" // gate
/* tiny maps, max: /* tiny maps, max:

43
data
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@ -1,41 +1,6 @@
Mmap2;4321 1 :=s0s0 :-u0s0 :;w0s0 :,y0s0 :.s0u0 :Is0w0 :'s1y0 #RLCtiny5;00LCtiny5;5c14d8b6 0000283:0021:0153:0041:0069:00a1:0049:0081:0103:0061:0083:00b1:0079:0031:0033:0121:0053:0041:0033:0071:0099:0061:00b3:00c1:0093:0031:0043:0031:0053:0031:0043:0041:0033:0031:0075:0041:01b9:0021:0099:0041
#Bnomap #BLCtiny5;
#Rrep2;testmap;482f70f9 00000843:0173:0081:0029:0111:0039:0071:00a3:0061:0169:0051:00b3:0041:0073:0081:0033:0041:0033:0231:0030:0098:0029:0011:0163:00f1:0053:0081:0033:0051:0023:0031:00f0:0032:0023:0131:00b9:0081:0023:00a1:0119:00e1:00c9:0071:0039:00a1:00d3:0021:01f9:0091:0079:0091:0039:0051:0049:0021:0083:0031:0083:0031:0083:0061:0089:0121:00a0:0058:002c:0048:0061:0013:0150:0052:00c0:00a1:0053:0041:0043:0031:0020:0092:0063:0181:0010:00a2:0013:0071:00e0:0028:00e9:0078:00a9:0043:0032:0123:0042:0080:0038:004c:01a8:0050:0032:0033:0101 #RLC1;00LC1;8bd6e314 0000489:0181:0139:0041:00c9:0051:0049:0051:0039:0031:0039:0041:0039:0031:0049:0031:0049:0031:0189:0061:0045:0021:0039:0021:0059:0041:0039:00f1:0033:0071:00e9:0031:0059:0031:0039:0041:0149:0021:0109:0021:0105:0031:0243:0041:00b3:00f1:00a3:0081:00b3:0031:0415:0031:0099:0041:0073:0041
#Btestmap;
#Rrrr;00LCtiny1;8ecff5c0 0000531:0011:03a9:0041:0179:0021:0059:0031:0039:0091:0049:0031:0253:0041:0013:0051:0053:0041:0023:0051:0043:0031:0064:0016:0022:0026:01a4:002c:0040:0042:0013:0081:0053:0102:0050:0021:0049:00e1:0043:0091:0049:01a8:0119:0130:0072:0026:0082:0048:0039:0111:0050:0022:0036:0132:0018:0049:0151:0033:0121:00c3:0041:0059:0041:00d0:0048:0050
#Rrrr;00LCtiny1;8ecff5c0 000531:0011:03a9:0041:0179:0021:059:0031:0039:0091:0049:0031:023:0041:0013:0051:0053:0041:00230051:0043:0031:0064:0016:0022:026:01a4:002c:0040:0042:0013:008:0053:0102:0050:0021:0049:00e1:043:0091:0049:01a8:0119:0130:002:0026:0082:0048:0039:0111:00500022:0036:0132:0018:0049:0151:033:0121:00c3:0041:0059:0041:00d:0048:0050
#Maaaaa;4321 0
:*B2vJ
box
:=n0s :fida
:=n6s2 :fi1a
:xo2t :fgm8
:^ocs2 :fg11 :vncs2L
:^ocB2I :fg11 :vEcs2I
:^nct2J :f118 :vncB2
:^Ect2L :f118 :vEcB2J
:xo1w :fg12
ramps
:]o2tI :fg11 :|o3tI :fg11
:'o1uI :fg11
:<o1vI :fg11
:]o2A :fg11 :|o3A :fg11
:'o1z :fg11
:<o1y :fg11
finish
:!vdt :!vdA
#RLC1;00LC1;8bd6e314 0000630:0011:0349:00a1:0049:0041:00c9:0041:0089:0071:0063:0061:00a5:0051:0069:0121:0063:0061:0039:0058:0050:0012:00d8:002c:0194:0016:00e2:0010:0018:006c:0070:0022:0033:00d1:00f9:00a1:0049:0051:0039:0051:0039:0031:0039:0041:0039:0031:0059:0041:0079:0021:0063:0031:0099:0031:0215:0031:01d9:0011:00b9:0031:0043:0031:0013:0021:0033:0111:0043:00d1:0119:0051:00a3:0041:0305:0031:0099:0031:0093:0031:0079:0031:00b3:0031
#BLC1; #BLC1;
#RLC1;00LC1;8bd6e314 0000500:0011:01c9:0021:00d9:0071:0059:0041:0029:0051:0039:0031:0049:0031:0039:0031:0039:0041:0049:0021:0179:0045:0011:0019:01e1:0043:0081:0079:0051:0059:0041:0049:0041:0029:0041:0119:0031:0093:0031:0079:0021:0099:0021:00a5:0031:0209:0021:0193:00c1:0033:00b1:0033:0051:0033:0071:0023:0041:0159:0031:03a9:0021 #RLC2;00LC2;3c5ba5dd 0000760:0131:0023:0071:00a9:0061:00a9:0051:0075:0041:0213:0031:0099:0041:0039:0031:0079:0071:00f3:0041:00a3:0071:0063:0031:0043:00a1:00b9:0031:0023:0091:0053:0031:00a3:0031:01c3:0041:0089:0031:0133:0021:0059:0021:00a5:0031:0113:0081:0053:0091:0033:0081:0083:0031:00f3:0021:00b3:0031:00d3:0031:0069:00a1:0079:0061:00a9:0041:0083:0071:0083:0031:0053:00b1:0053:00b1:03c3:0051:0025:0041:0043:0012:0066:0042:00b3:00d1:0279:0041:01c3:0021
#RLCtiny2;00LCtiny2;833ee4b2 0000176:0041:0210:0094:0040:0061:00c0:0084:0045:0011:0204:0030:00a1:0040:00f4:0040
#BLCtiny2;
#RLC2;00LC2;3c5ba5dd 0000843:0011:00b3:0071:0109:0031:0099:0051:00a5:0041:02e9:0031:0049:0031:00e9:0091:01e3:0051:0073:0081:00b3:00c1:0093:0051:0063:0021:0093:0041:0163:0021:0069:0031:0139:0021:0135:0041:0023:0051:0023:0061:0023:0061:0013:0031:00a3:00a1:0083:0071:00c3:0051:0093:0031:00f0:0048:00b1:0119:0041:00c9:0051:0193:0011:0033:0021:0023:00d1:0093:0051:0253:0051:00a5:0051:0010:0052:0066:0184:006c:0070:0022:0013:0091:0073:0091:00b3:0051:0033:0072:0053:0101:0263:0021:00e3:0021:00a3:0021:0229:0021:0079
#BLC2; #BLC2;

View file

@ -238,6 +238,12 @@ A few tips for making maps:
basically has to check every triangle against every other triangle, i.e. the basically has to check every triangle against every other triangle, i.e. the
time needed to load the map slows down quadratically with the number of time needed to load the map slows down quadratically with the number of
triangles. triangles.
- Triangles can be saved by cleverly using simpler types of blocks where
possible, for example walls can be made with rotated ramps rather than full
blocks, which for a long wall may reduce triangle count considerably while
not even being noticed by the player.
- There is a special "mirror" block that's very useful for creating
8-symmetrical structures.
~~~ COMPILING AND MODIFYING ~~~ ~~~ COMPILING AND MODIFYING ~~~
@ -245,8 +251,8 @@ TODO
~~~ FAQ ~~~ ~~~ FAQ ~~~
Q: This game is free? Do I have to pay for it? What can I legally do with it? Q: Is this game really free? Do I have to pay for it? What can I legally do with
Can I use it commercially? What's the catch? it? Can I use it commercially? What's the catch?
A: This game is public domain, free as in freedom and free as in beer, i.e. it A: This game is public domain, free as in freedom and free as in beer, i.e. it
is free software (some would say "open source", which is however a very bad is free software (some would say "open source", which is however a very bad
@ -262,6 +268,12 @@ be "enforced" legally, and neither are you pressured to it morally. There is no
catch to this, the project wasn't made as a capitalist product, it's something catch to this, the project wasn't made as a capitalist product, it's something
that's meant to help the people. that's meant to help the people.
Q: Can I still voluntarily donate money?
A: Currently it is possible, donation info is on my website (www.tastyfish.cz),
but I am not dependant on donations and don't even encourage them too much, but
if you still insist, I'll be very grateful, thank you very much.
Q: Why is the physics so buggy? Q: Why is the physics so buggy?
A: You are right in the observation that Licar physics is not perfect. This is A: You are right in the observation that Licar physics is not perfect. This is

View file

@ -76,7 +76,7 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
#define LCR_CAR_STEER_FRICTION (TPE_F) #define LCR_CAR_STEER_FRICTION (TPE_F)
#define LCR_CAR_ELASTICITY (TPE_F / 64) #define LCR_CAR_ELASTICITY (TPE_F / 64)
#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 9) #define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 9)
#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 18) #define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 14)
#define LCR_CAR_STEER_MAX (LCR_GAME_UNIT / 2) #define LCR_CAR_STEER_MAX (LCR_GAME_UNIT / 2)
#define LCR_CAR_ACCELERATOR_FACTOR 2 #define LCR_CAR_ACCELERATOR_FACTOR 2