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# MuckyFoot-UrbanChaos
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This is a snapshot of (the 1999 PC/PSX/DreamCast game) Urban Chaos source code recently retreived from an old SourceSafe backup pulled from an old MuckyFoot server.
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The games source code is in the fallen directory (the working title for Urban Chaos)
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At the time it was compiled with Visual Studio 6 I believe and possibly DirectX 6 and is entirey written in c (despite using cpp files).
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(I notice also some Glide code in there) I have succesfully loaded the projects with VS2013 though.
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There is also source code for the psx version, and maybe even the Dream Cast port.
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Urban Chaos had its own map editor and animation keyframe editor, these ran if I remember correctly under a window system
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implemented by Guy Simmons, the code is included in the Editor folder
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MFlib1 and MFStdLib are some generic libraries shared across Urban Chaos and possibly Startopia
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MuckyBasic is a inhouse scripting language written by Mark Adami
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Thrust is a side project by Mark Adami
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Note no data is included, and the source data used by the editor/Engine is likely somewhat different to the data used by the final disk image
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(all though much of it is probably identical)
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I am making this code public mainly out of historical interest, I doubt theres anything of any actual use to anyone, allthough people do
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occasionally still ask me about data formats so they can dig them out themsleves now...
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*BrainDump*
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I tried compiling the code, but theres a lot of errors..
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We used DirectX before it did hardware vertex transforms, at some point VertexBuffers came along and I seem to recall Eddie Edwards implementing their use.
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a prim is simply a mesh (lampost etc)
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There is no soft skinning characters are seperate meshes
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The floor is a heightmap with a vertical offset possible for the kerbs see pap.h
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The building meshes were created on the fly from wall data that could generate N stories high of side wall building.cpp
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Fence meshes and fire escape meshes were similarily created on the fly
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The editor allowed placement of waypoints and control code for ai. as well as map creation
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The data set was limited to run on a 1 Meg Playstation1 (PSX)
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Theres code for features that never shipped like a motorbike and a grappling hook with rope physics, also once
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mav is the sequel to nav, it handles mavigation :)
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I also had a tendency to increment the letter of a file type with new versions so map.h eventually became pap.h (much of the code was written with a 8.3 filename restriction)
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yes we had pee physics
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Thing could be considered a cpp base class
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MapWho is a bullfrog thing, essentially a 2d spatial array that objects in the world attach themselves to as a linked list for fast spatial lookups
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upon a time the building all had procedural internals, also sewer systems..
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Mike Diskett
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