Start of work log. I cannot recall all of the changes I made today, thus the point.
How To Play revamped. I’m not really satisfied due to limitations of the feature and preferably would remove it outright in favor of an in game replacement. Unfortunately the option itself is hard coded into engine’s start menu. Having it do nothing or lead to a blank file would be too unprofessional.
Ax’s piledriver damage is now 30% of opponents remaining health + 5 (similar to Mike Haggar in Final Fight). This will make move useful for causing heavy damage to strong enemies without being the end all be all technique of choice.
Ax’s powerbomb damaged reduced to 8 from 12.
2010_07_15
All remnants of legacy sound players (soun0001(), soun0002()) removed from module and replaced with soun0005.
Name based model switching on spawn application in progress. This is to combine NPC, Enemy, and Player versions of a character into a single central model.
Successfully integrated single model concept. Longmoan is now player type in model sheet and selectable at start screen, but behaves like enemy as a level spawn.
common/attack.h rolled into enemy.h
Merging of animation scripts to enemy.c (enemy.c is to be moved and renamed).
All remaining scripts from common folder removed. Some functions copied directly to z_ani.c and still need to be given individual files.
bgs2 folder renamed to bgs, old bgs removed.
scenes2 folder renamed to scenes, old scenes removed.
levels folder renamed to levels.
Individual constant lists consolidated.
2011_05_16
Multiple enemy lifebar and icon display now takes advantage of sprite array feature. This solves issue of integration with conflict with player icons and also allows enemy icons to reflect status. Icons added to individual model sets:
Amazon
Bitter
Henninger
Longmoan
Skeleton
2011_05_17
Removed all instances of entity vars ADBLEND and ADREMAP. They are no longer needed for passing blend and map respectively to draw0001().
All flash models now moved to ->misc->effects->models->flash->folder layout.
Flash models now run spawn0002.c, with spawn0012 eliminated.
Flash bugs (wrong size, palette, alpha) fixed and accurate effects added (sword vs. hand vs. blunt, etc.) as part of reorganization.
2011_05_24
Fix complete for bind0023; dragon throws now use Defender’s custom flash if it has one.
Bad Brother’s flat fall and fall on head added.
2011_05_25
Menu text added.
Backstep now mapped to Down + Defend (formerly Attack2). This cuts total action keys to four (Attack, Jump, Defend, Magic).
Magic fail moved to keyall.c with generic code to work with all characters.
2011_05_27
Resolved issue with Ax Battler’s Piledriver and Jump throw knocking himself down. Caused by landframe call being incompatible with engine’s updated landframe array.
Added Ax battler’s “Second Strike” general purpose follow up swing to be canceled from several other animations. Still needs motion blur.
Resolved issue with draw0001 crashing game on certain stages when an entity touched Z boundary. A simple typo was setting both the fMinZ and fMaxZ to = minimum Z boundary instead of min/max respectively.
Resolved issue with revive on spot system (see bind0017) when player lost lost all lives and continued with different character (thus leaving original character’s corpse behind). If any player later selected the left behind character, script would attempt to warp them to off screen corpse.
Used to gradually remove life when playing skeleton mode in GA Remake. Skeleton will be playable as normal bonus character without drain effect.
data\levels\duel\sleep.c
Cause crowd to attack by setting “sleep” global var to NULL(). A validation in each individual model’s looping SLEEP animation would then set model’s animation to IDLE and stealth property to 0.
data\chars\skeleton\scripts\npc_ani.c
Rolled into data\scripts\ z_ani.c
Removed global variants.
countdown
cstring
Support for drain.c.
levelmaxz
levelmaxz
Replaced with openborvariant() calls.
inscreen
sleep
See sleep.c above.
Removed models.
data\chars\gilius\g_npc.txt
data\chars\tyris\t_npc.txt
All versions (NPC/PC/ENEMY) to be rolled into single model.
2011_06_27
Holdblock capable characters no longer use special unless they are actually in pain (see z-spawn and keyall).
Added EX1 and EX2 defense poses to several models (will complete during individual model phases) to accommodate Golden Axe’s odd offsets when binding self to target instead of target to self.
z_hit now calls function function hit0004, made from z_hit’s original code.
soun0005 now includes a final entity check. This fixes bug where entity killed with killentity() would still send call to soun0005, which would then result in empty string call, and ultimately a shutdown by string functions.