New engine features

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Terrain resolution

 

The resolution of the terrain can be changed in Med.

 

aum55_hot1

 

 

level_mark() and level_free()

 

These two functions mark a cache position (level_mark) and free the nexus by all the entities that were loaded afterwards (level_free). Please don't mess with them unless you really know what you are doing!

 

string player_mdl = <player.mdl>;

string enemy1_mdl = <enemy1.mdl>;

string enemy2_mdl = <enemy2.mdl>;

string enemy3_mdl = <enemy3.mdl>;

string enemy4_mdl = <enemy4.mdl>;

 

entity* enemy1;

entity* enemy2;

entity* enemy3;

entity* enemy4;

 

starter test_markers()

{

       sleep (1);

       ent_create (player_mdl, vector(100, 0, 0), null);

       enemy1 = ent_create (enemy1_mdl, vector(200, 0, 0), null);

       level_mark(); // mark the current cache position

       enemy2 = ent_create (enemy2_mdl, vector(300, 0, 0), null);

       enemy3 = ent_create (enemy3_mdl, vector(400, 0, 0), null);

       enemy4 = ent_create (enemy4_mdl, vector(500, 0, 0), null);

       while (key_space == 0) {wait (1);} // press "space" to remove some of the enemies and clear the cache

       ent_remove(enemy2); // remove enemy2

       ent_remove(enemy3); // remove enemy3

       ent_remove(enemy4); // remove enemy4

       level_free(); // and now clear the nexus from ALL the things that were loaded after level_mark()

}

 

 

shadow_lod

 

Sets the lod model from which the dynamic shadow will be created; this way you can have shadows that show less detail than the original model.