So here's the portal room I'm working on, I lifted the turrets (nicer than the ones I made from memory) and portals from eamonn's excellent portal adventure and modified them a bit to suit my own taste. Everything else from scratch.
Planning on making all the objects you could want to build a test chamber, and I'll update this post when I make new thingies, but for now there's just what you see, I may change some things (cubes) and I'm going to keep the scale more or less correct for the robot.
It's obviously not going to have a working portal gun but I'll make everything I can.
Tried swapping the model for the little red shooty guys with one I made of a turret but no dice, so here's hoping an enemy editor is in the works.
Screenshot:
http://wstaw.org/w/P8M/
Enjoy ! Read the image description. The dillos rolling right are on the same Y coordinate, but their Z coordinate (height) differs. They behave as if there were phantom posts along the whole way.
The image was taken in the last room of Voxcraft level:
https://www.lexaloffle.com/bbs/?tid=1036
Zep, do you prefer bug reports with pictures ? I try to be as clear as possible, but sometimes a picture is worth a thousand words.

New beta release. Wasn't planning on giving this to the public, but I need to upload this to get it on my home computer. If you play it, expect a lot of bugs and unfinished content. And NO it doesn't contain the proper explosion, I'm stamping that in from a different level once I get it working correctly. Unless... Holy shit. i think I may have just done something that will guarantee it in the next release. Why am I still typing? I'm in a huge-ass rush. I need to shut up now. Dammit! Why do I continue to type?! there we go. AGH!
-Kilkun
So uhm. As you might have seen Mr. Zep sir. I uhm. Well, hehe... uhm hold on a sec...
Ok, I'm good. So as you might have seen Mr. Zep, I recently have been working on a voxatron game (I refuse to call it "level" because by the time I can script this baby and add custom monsters, it probably won't feel like Voxatron so much.) called "Return to Castle Voxelstein", in which I sort of set up a string of levels that follow the adventures of an escaped prisoner from the Nationalist's, blah blah blah, Wolfenstein. Well anyways, I recently came across a song that is rather fitting so much so that it is disturbing. And anyways to get to the point here sir, could you maybe possibly include a little addon to the editor that allows custom music to be implemented and played with the level? I know that you have worked REALLY hard on the current update, and that you are pretty much wrapping things up on it, almost to tying the bow on, but if you could do this small little thing, and include it in the update that is coming out soon, it would be like an early Winter Solice/Yule/Quanza/Another winter holiday present. I can understand if you cannot. I've been down the road of software development, and while custom music inserter is a rather easy thing to do in normal software, the way you store the data in *.png's looks rather complicated and it would make this not possible. But again, it is only a small request from a small user, so if you do not I can definitely understand why. But if you did read this I appreciate the time you took to do so, and I say "thanks for taking time out of your devving to read my small insignificant post that will be swallowed up in the BBS in 1 or 2 days."
New update guys. I know I've been pushing out a lot of these lately, but I really want to fix my issues with the levels I started with. Granted, monster spawns have still to be optimized and edited for more enjoyment, but I'm really proud of this update. I've gotten a few concerns about the explosion "animation", and how cheesy it is. Well, you people will be glad to know that I am in the middle of working on that, however, it will take some time and lot's of work-arounds to get working properly. Which means you can expect that to be in either the v4 release or the v3.9 release, both being dated after Christmas. If an early version of the scripting engine or the ability to create animated vobs is in the next release (which is very unlikely, if not completely not going to happen) you can expect it done next week, however that looks very dim so you are going to have to deal with it.

In the Voxatron control options menu, it's possible to reset the joystick controls to default. The current default values are simply the first two joystick axes (x, y) and the first 2 buttons. Directional shooting is ignored. This scheme is better than nothing, but it would be nice to automatically detect the type of joystick and set the default controls accordingly. There are many different joystick types and layouts, so it's not possible to do this without a bit more information.
Some of you have already posted your config.txt file for particular joystick configurations that were either a pain or impossible to set up. I'd like to go one step further and build a decent-sized database of good default control schemes for various joysticks. That's where you come in!
Joystick Test
I've made a joystick testing program that asks you to perform various actions with the joystick and records the low level events to a log file (log.txt). You can download it here for Windows and Linux:

Alright, I finally did a few things. for one, I added a boss fight at the end of chapter 2, still uses the sword of fortune uniform taking system but I smoothed it out in this level and will implement it in others later, I didn't have the time to. I also changed the difficulty and added 2 new levels, fixed some bugs, and made some levels play differently cheers!
-Kilkun






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