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Author Topic: Kosmodrones Map Pack  (Read 6200 times)
Vincent
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« on: November 12, 2007, 09:00:58 PM »

This post is goin' out to Abhoth, and his amazing homebrew game, Kosmodrones! I was wondering if it was possible to make some map packs, or if there is an editor in the making to allow others to make custom maps? Anyway, just an idea. You've done enough, and it's ahead of its time!
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Abhoth
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« Reply #1 on: November 14, 2007, 08:39:07 AM »

Yeah, we talk a lot about what we should/could do with Kosmodrones. Not much actual work getting done, though. Allowing custom maps is one of the ideas we'd like to add. In theory a simple PC utility for doing custom maps would be both elegant and easy to do. Just a matter of adding the graphics files, set up spawn points, adding a background soundfile etc, and then export the whole thing as a zip archive.

But I would need to change how the levels are handled atm for that to work. A lot of crappy hardcoded parameters that I would need to clean up. That stuff should be in a header or text file rather than in the source as it is at the moment.

I don't think this will happen anytime soon though. I should get the current version running on PSP Slims first (which I'm working on without a clear grasp on what I'm actually doing) and then add infrastructure 2-player. A version with infrastructure support would most likely include a couple of new levels as well.

Both the new levels and infrastructure is something we are very eager to do, but I hate messing with that darn PSP Slim support, so I keep avoiding working on Kosmodrones at all these days, I'm afraid...

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Vincent
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« Reply #2 on: November 14, 2007, 08:44:23 PM »

Quote
I hate messing with that darn PSP Slim support

I agree right there. I still use firmware 1.5. I'm ancient, I know, but it works at the same time without problems. I have a Slim now, but I probably won't ever hack it even though there is more potencial in it like the 2x amount of memory in it. I guess there's been a Quake 3 port project restarted up because of the Slim's memory amount, and it's ability to run homebrew on it.
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A_Nub
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« Reply #3 on: November 14, 2007, 09:27:17 PM »

Abhoth: I know its completely up to you but I'd be glad to help out on getting either a nice loadable map format or Just being able to load it up on a Slim (I dont have a slim to test on but it wouldnt hurt me to upgrade to 3.71 M33 Since i have a pandora i can go any where anytime. Just PM me if you want some help. And Ill see what I can do.

PS. Ill probably be more help on the custom map format rather than the Slim port side, And I think I have a fairly descent idea for the map formats)
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Raphael
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« Reply #4 on: November 15, 2007, 06:33:20 AM »

I hate messing with that darn PSP Slim support, so I keep avoiding working on Kosmodrones at all these days, I'm afraid...
Just lmk if you need help there, shouldn't be too hard to get it working on PSP Slim/3.71.
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Abhoth
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« Reply #5 on: November 16, 2007, 01:35:32 PM »

@A_Nub: Thanks. I have a quite clear idea on how the format should be, but someone to help test will always be welcome if/when the time comes. Smile

@Raphael: Cool, atm I'm just trying to get test code with wifi, atrac and video to each run on Slim before updating the game. So I'll just see how far I get before I'm dead stuck. Probably easier to help with a small test than on a finished game structured with my clever Kosmocode(tm) scheme Razz
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Abhoth
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« Reply #6 on: January 09, 2008, 04:54:04 AM »

I hate messing with that darn PSP Slim support, so I keep avoiding working on Kosmodrones at all these days, I'm afraid...
Just lmk if you need help there, shouldn't be too hard to get it working on PSP Slim/3.71.

It runs on 3.71 now apart from the intro video. There is no way I'm ever going to be able to figure out how to fix that on my own. So if you feel like it, a 3.71-friendly version of the video code or some instructions on what I need to do would be very welcome. Smile

There is a new level in the works as well, btw, so hopefully that will be in when we release the Slim-compatible version.
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