Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
wrtlprnft
Reverse Outside Corner Grinder
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by wrtlprnft » Tue Mar 10, 2009 8:12 pm
Code: Select all
char const *pointer = "src/tron/gParser.cpp";
se_GetLocalPlayer()->Chat(tString(pointer));
There's no place like ::1
QUARG
Round Winner
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by QUARG » Wed Mar 11, 2009 12:40 am
Ok i went into parser.cpp (which i guess is c++) and found this...
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else if (isElement(cur->name, (const xmlChar *)"ObstacleWall", keyword)) {
parseObstacleWall(grid, cur, keyword);
...what exactly is obstaclewall? Is it different from <wall>?
Z-Man
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by Z-Man » Wed Mar 11, 2009 12:54 am
QUARG wrote: ...what exactly is obstaclewall? Is it different from <wall>?
Ignore it, it's not functionally different from <wall> and only there because it was in the first few iterations of the map format. For new features, you can ignore everything not in the current DTD.
17na
Average Program
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by 17na » Tue Nov 23, 2010 4:01 pm
Jonathan wrote: sinewav wrote: alpha channel
Oh, and someone implement depth sorting, depth peeling, ray tracing, or such.
hey dont forget bloom support
Jonathan
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by Jonathan » Tue Nov 23, 2010 4:48 pm
Nice revival...
My comment was about transparent walls not working that well. Also, I'm not exactly a bloom fan. Leave that to flowers.
ˌɑrməˈɡɛˌtrɑn
Phytotron
Formerly Oscilloscope
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by Phytotron » Wed Nov 24, 2010 10:33 am
It can be done.
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