New update-before-handing-over-my-laptop release. It doesn't have all the things I wanted to have done done, and there are a number of problems from v0.412 that remain, but here it is anyhow.
Here's the list of changes:
- Added gl_objreader unit (gl_objreader.pp)
- Props may now use meshes instead of sprites (glmap.pp)
The game can load .obj files and display them. Currently only two meshes are used. Only regular polygonal faces are understood by the program- none of that fancy nurbs/splines stuff. There's a slight bug with the texture handling; the rear face of most meshes shows the entire texture squashed down into one face, while the modeler I use shows the texture with smooth wraparound. I don't know how to fix this problem without manually editing the .obj's and adding extra texture points.
- Superprops may lay out a series of props instantly (randmaps.pp)
This is the big change, even bigger than the above: You can define a group of props or other gears arranged in a pattern, then add them to a scene with just a few lines. The individual parts of the "super prop" may be assigned different teams, so for instance you can define a spaceship superprop and assign missions like destroy the engines but leave the rest intact.
The one use of this currently is in the "Destroy Enemy Base" arena mission. There are several enemy base prototypes; the exact model selected depends on the difficulcy rating of the mission.
The next things to do are make some changes so the meshed props behave more naturally, and add some spaceship parts/missions.
- Changed swarm radius calculator; swarm missile bug should be fixed (effects.pp)
- Salvage mecha removed from map (arenascript.pp)
- Can only taunt enemies (pcaction.pp)
- Flummoxed and Burned conditions go away at scene change (arenaplay.pp)
That's about it. My main reason for releasing right now is that I want to preserve copies of everything in case my poor computer gets lost in transit, but you can try it out and see how it goes anyhow.