CraigFatman, on 20 February 2014 - 12:58 PM, said:
It's great to have multiple blend tables, maybe I could make benefit from it someday. Can they be implemented by direct editing of Palette.dat file?
Yes, the additional blending tables can be packed after the main translucency table, using this format (in pseudo-C):
char magic[12] = "MoreBlendTab";
uint8_t numAdditionalBlendTabs;
struct {
uint8_t blendnum; // the .blend index
uint8_t blendTab[256][256];
} additionalBlendTabs[numAdditionalBlendTabs];
Quote
Also I've got a little issue to report. I've noticed that since some (2013?) build the rotatesprite command aligns sprites to the top-left corner incorrectly (orientation flag 16): some sprites drawn on the screen are offset to the right by one pixel (actually half a texel) what just fucks up all the precise alignment of my HUD. Any hope to have this fixed?
The current build displays the LNGA2 HUD like this for me:
There's the one-
pixel vertical line between the 'bars' noticeable, but nothing that's offset by half a texel here (this is 1680x1050). Also, r3284 (which introduced -rotatesprite-no-widescreen) displays it the same.
Can you provide a small example demonstrating the issue? I created the following one:
onevent EVENT_DISPLAYREST
rotatesprite 0 105 262144 0 2834 0 2 272 0 0 xdim ydim // red dash
rotatesprite 0 0 1048576 0 2822 0 0 16 0 0 xdim ydim // big exclamation sign
endevent
which displays like this:
Passing -rotatesprite-no-widescreen makes the exclamation sign flush to the left border, as expected.
As you can see, screen display is pretty complex and depends on various "environmental" factors. So, an example differing between now and r3284 would be most helpful.
Nukey, on 20 February 2014 - 01:51 PM, said:
Unfortunately the second one doesn't seem to wipe the old animation definitions. When I try, say for the queen texture:
animtilerange 4740 4740 0 0
or any variation thereof, it doesn't stop her from animating. Maybe the queen isn't "animating" per se but is hard-coded to animate instead?
You have to distinguish between engine-side animation and game-side animations via
actions. The former is defined from ART. Whenever you see something like "Fwd 15" in the status bar in tile selection mode in Mapster32 (e.g. tile 100, atomic health), that's engine-side animation. Actions are of course defined from CON. In the case of the Queen, here's what makes her animate, in GAME.CON:
action ABOSS4WALK 0 4 5 1 30
action ABOSS4DYING 40 9 1 1 20
action ABOSS4ABOUTTOSHOOT 20 1 5 1 40
action ABOSS4SHOOT 25 2 5 1 10
action ABOSS4LAYIT 50 3 5 1 120
action BOSS4FLINTCH 40 1 1 1 1
action ABOSS4DEAD 49
(Well, actually, these only define potential animations. Actually starting them is done with
action. EDIT: the game-time command, that is.)