I'll slow down and take a break, i left many things interrupted. Will catch you again later!
Not sure if my memory is correct but no, I think we could load all of them
( i remember seeing all of Beta Rome at once on the KAL screen sooo sounds about right? )
I wish I could just test it but if I had the source code it's on an external drive that I have misplaced
Yeah I remember the same, but it could also be that Beta Rome was in a single sector because it was WIP
But it would have been pretty inconvenient not to be able to load adjacent sectors, so I'm leaning more toward it being possible
Interesting. Your colleague FranS does have the source! I'm just wondering, because from what I've seen, things will break if you try to have the game loaded with multiple sectors (different sector objects mapping to the same spot in the objects buffer). I assume though maybe KAL did not have this sort of setup, and just had all sector objects in their own buffers? (You probably won't remember any details, thanks for the info though!)
moved sectors away from eachother when possible by catapult jumps, to make this map compact, and geographically possible ( the game has sectors clipping on themselves )
( don't be fooled, this map is old and not up to my standards in digital art )
Yeah, data gets compressed a lot when you export the game, to reduce RAM usage, but in Kal some objects are loaded differently
The save/load functions had different code path for editor vs game
I assume the clipping happens between sectors from separate levels?
normandy docks with 2 boats clips with second slide
I assumed so, thanks a lot!
egypt funal areas are deep below boat section
this is a composite image of ingame views
things happen! but anyway, some time ago i started drawing a better orthogonal map, but being deep into other projects, i've only finished gaul, take a look...
I'm the one that worked on the new challenges (programming, not LD) what do you all think of them? It's alright if you think it sucks, I'm genuinely curious
used plane clipping to emulate the waterboxes more accurately.
During testing, i think that there was definately one or two that were too tight, but tbh it's been so long, i forgot details