QUOTE (SANiK @ Jan 27 2011, 11:33 PM)

I was looking through some of it, and I wanted to say that you don't need to do the following,
CODE
Code
You can just do it like this,
CODE
Better code
& in C is the binary 'and' operator.
0 & 0 = 0
0 & 1 = 0
1 & 0 = 0
1 & 1 = 1
It gives 1 when both sides have a 1 in the bit. So 16 in binary is 10000. If the renderflag is 11010100, and you do & 10000, you get:
11010100 renderflags anded with
00010000 the value 16
----------- gives you...
00010000
Ohh, that's super useful. It wasn't until I started this project that I released how little I knew about programming.
Huh, I don't remember why I had that innermirror variable... oh, it was for the trees on Crystal, I couldn't figure out how they were symmetrical, so I kinda guessed, probably should take another look at that now that you've explained the level format pretty thoroughly.
QUOTE (Ollie @ Jan 28 2011, 12:02 AM)

I'd love to see the playability side of things implemented recreating the full PC Version remade. How possible would that be though Andrew75? Assuming that your project isn't in the same programming language so you'd have to start pretty much from scratch right?
Yeah, probably pretty difficult, seems like the best way of doing things would be for me to work on the exporting function alittle more so he could just use the levels without having to deal with the DEF and PCX files. I mean, there'd still be a fair amount of work turning the outputted models into levels but still, would be cool.
Edit: Oh, and thank you for those clean up suggestions SANiK.
This post has been edited by Uhyve: 27 January 2011 - 07:40 PM