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#hskal

hesopesomeso
Another thing to note. I've loaded all sectors in a level in the editor, but this won't be possible anymore, given that some classes will break otherwise.
pegperegogaucho
That's unfortunate, is there no way to work around it?
hesopesomeso
Maybe I'll think of something for the editor mode :FrogThinking: but definitely not real time.
hesopesomeso
There's a limited amount of clones :FrogThinking: so sometimes crates can disappear :Obelul:
hesopesomeso
Dynamic grounds... the easy part... now the collision + destruction.
Download 2025-03-25_10-43-26_1.mp4:


hesopesomeso
CC as well 👍 (some invalid ids tho spork :Obelul:)
pegperegogaucho
Yup, that is what i was saying👍
pegperegogaucho
What 'ids'?
pegperegogaucho
Looks like you are very close to recreating tardis :Pauselix:
baku69
:peepoLove:
hesopesomeso
In beacon clusters...
hesopesomeso
The beacon code is a mess though, there's so many structs and weird things going on... I hate linked lists.
schmeling65
Guess why I don't like C/C++ :Obelul:
schmeling65
It was already a mess understanding them in Call of Duty, but there I got it somehow
hesopesomeso
It's not really a matter of C/C++, in reasonable languages you'll have a struct one way or another.
hesopesomeso
Testing greece tardises first... imagine if they don't work... the pain
schmeling65
yeah, but C/C++ handles it with pointers; or actually you have to write that with pointers. Other languages do that too, but there you can just say "hey, hang this object to that object"
hesopesomeso
You can program in C++ without pointers :FrogThinking: But yeah I get your point.
schmeling65
I had linked lists in C; we never did that in C++ so idk. Pointers are usefull, but a pain in the ass, let me show you something about early CODs
hesopesomeso
In UXXL helvetia the hearth in the middle of the original 100 fight has a misaligned bounding sphere. I thought I messed something and but turns out it's like that in the og @pegperegogaucho