Show Posts
Pages: [1] 2
1  Games / Spelunky / Re: Texture Mod (Kinda): Lighting Normal Map fix. on: December 12, 2013, 02:00:29 PM
Interesting. But you're right that I have no idea this problem existed. Can you actually see the difference in the game if you know where to look?
It's... Subtle, but yes.
Mostly what it does is remove glitchy flickering shadows around the edge of the screen. I wouldn't call it an essential mod, but it's better to have it than not, right?
2  Games / Spelunky / Texture Mod (Kinda): Lighting Normal Map fix. on: December 12, 2013, 03:43:10 AM
Perhaps I'm trying to solve a problem you didn't know you had, but there are a number of small discrepancies in the alltilesN.jpg file that applies lighting shaders to the 2D textures.

This mod is a cut-and-paste fix for several textures being given incorrect lighting maps. In short, the mod fixes stuff like Tiki Traps, Altars and Spikes (as well as many others) being given incorrect lighting normals.
Lots of textures don't even have lighting maps. I haven't been able to add normals to the textures that are missing them, but at least this edit straightens out the textures that do exist. It's not in-your-face, but it does improve the visuals somewhat.

If you have no idea what I'm talking aboot, a description of the problem was given some time ago in this thread:

So without further ado- Actually, a little further ado.
Here's the texture sheet that the game reads from to create all the textures:
And here's the default normal map. Compare them if you will.

See the problems? The normal map for the Tiki Trap is in the wrong place, the Altar map is applied to the spikes and lots of blocks have lighting maps generated from unused beta textures.

As a result, I have switched some of them pixels around to make the lighting sheet less disgraceful. Here's the 'fixed' version, as complete as possible:

Overlay this with the texture file and you'll see it matches the images much more closely.

So without further ado, here's your RAR full of all the wads and wixes you could ask for (One .wad file and one .wix file):

Obviously, this fix only applies to the vanilla textures, so it won't magically work for any custom textures you may be using, but those usually disable the normal lighting map anyway, so it would be redundant.
3  Games / Spelunky / HUD Mod:Numbers for the Kapala blood level on: December 12, 2013, 03:14:32 AM
For the discerning Gentlemen with a penchant for actually being able to discern things.

A simple enough little fix, but makes it a lot easier to tell how much blood you've collected.
Here's the plain items.png:

And here's your stupid wads and wixes, in RAR form:
4  Games / Spelunky Support / Re: Exploding crates on: August 20, 2013, 08:13:42 AM
As far as I'm aware, these aren't bugs.

Powered boxes are pushable, so pushing one towards the arrow trap will result in the trap detecting movement and firing the arrow. If they shoot you even without you pushing the box, then it's probably that the game considers the trap 'transparent' like webs are.

Powder boxes have metal plates on the top and bottom edges of them which means you can walk on top of them and push them along the ground safely without them blowing up. Items impacting the top and bottom of a powder box will still set it off though, even stuff like blood and fragments of pottery.
5  Games / Spelunky / Re: Spelunky Suggestions Compendium on: August 19, 2013, 08:45:52 AM
I'd like to see the boomerang pick up treasure and bring it back to you, la Legend of Zelda.

Might make it worth picking up over the Shawtgun.
6  Games / Spelunky / Re: Unused Eggplant Monster? on: August 16, 2013, 09:21:20 AM
i've noticed that the egg music never plays on the first mines level.
Nah, it does.
7  Games / Spelunky / Re: How many people play the Daily Challenge? on: August 16, 2013, 01:48:20 AM
Obviously it fluctuates, but it's usually several thousand players by the end of the day.
8  Games / Spelunky / Re: Spelunky HD Modification Compendium on: August 15, 2013, 06:06:10 AM
You know what I'd really like to see?
Dark Ice Caves.

I guess you'd just make the game run the level generation engine that is used for Yeti Kingdom levels so you wouldn't instantly fall to your death, cut out the Yeti King and add the darkness?

There's even beta music already composed.

I've no idea how hard that would be to implement, and it's probably too ambitious a project to undertake at this early stage but it would be pretty cool to see at some point.
9  Games / Spelunky Support / Re: Dark levels are unfair and too dark on: August 15, 2013, 05:47:20 AM
It's true that dark levels are harder, but with the gold you get from lighting wall torches and the scarabs flying around, they also provide an opportunity to earn much more money than ordinary levels.

Also, you know - You get to hear those awesome music tracks.
10  General / Games / Re: Steam Trading Cards on: August 14, 2013, 11:13:30 PM
Just sucks that the only way to get more cards are from TF2 and Dota 2 where you have to buy 9 POUNDS OF ITEMS TO GET ONE CARD DROP! (ripoff)
I think the idea is that the cards are a bonus you receive for money you would have spent in-game anyway. I don't think anyone makes unwanted purchases just to get trading cards.

So whadda we think of Spelunky's cards? I like the artwork, especially the 1920*1080 high-res images.
I'm surprised they opted to feature the Alien Lord and Old bitey over more iconic enemies like Olmec and cavemen, though.
11  Games / Spelunky / Re: How to check the daily challenge top scores? on: August 14, 2013, 10:59:42 PM
You're asking how to view the daily challenge leaderboards?

Select 'Leaderboards' in the main menu.
If you're using the X360 game pad, press RB/LB to swap leaderboards from High scores, Fastest Times, Daily and Daily All-time, then press X to filter the screen from your friends list to worldwide.

On the keyboard, you use the arrow keys to swap leaderboards and R to change filters, or you can just click to on-screen prompt.

Now is it just me or have the 8/8 scores been deleted? I can't access them.
12  Games / Spelunky / Re: Difficulty- Spelunky Classic vs Spelunky HD on: August 14, 2013, 02:56:40 PM
Can anyone confirm that the levels in HD are larger? Or is it all just in my mind?
I wouldn't say so. In Classic, they're 40 tiles wide and 32 tiles high, arranged in four levels. I'm fairly sure that's about the same as they are in HD, but I haven't paced the distance out.

It's probably an illusion that results from your FOV being slightly smaller in HD, so there are more screen-widths to a level in that version.
13  Games / Spelunky Support / Re: A few issues... on: August 13, 2013, 09:58:52 PM
I, for one, like the climbing gloves how they are. If you want to drop down past a ledge without grabbing it, just hold the movement stick downwards.

The extra input required to fall is far less annoying than missing a ledge you wanted to grab because you weren't pushing SIDEWAYS at the right time. That would be really fiddly on those delicate jumps that you need responsive air control for, flicking the movement stick back and forth to position yourself just right.

Say you were dropping downwards about five or six tiles to grab a ledge below you in the ice caves. If the game didn't automatically grab a ledge by falling past it, you'd have to maneuver yourself in the air to hit the ledge at an angle, and I bet more often than not your timing would be off and you'd just plummet past it.

Andy and Derek spent a lot of time working on the controls to make sure they felt right, and I trust they playtested enough different builds to come up with the optimal control system. If something seems annoying, it's probably because the alternative was even worse.
14  Games / Spelunky / Re: Tips for getting the Kapala on: August 13, 2013, 09:13:35 PM
Sacrifice two damsels. It's very rare for a level to generate without a Damsel in it, and there's usually at least one altar in each area.

Don't pick up Idols in the mines unless you know the boulder isn't going to wreck your shit and as for dying so much...

15  Games / Spelunky / Re: Difficulty- Spelunky Classic vs Spelunky HD on: August 13, 2013, 04:43:32 PM
Im still sticking by the original that has more content, that everyone forgot about

The Pistol was removed because it was essentially a crappy shotgun and was kinda redundant.
They took the bow out because they didn't like having a weapon with limited ammunition that the game had to keep track of, not to mention the fact that you can't even find arrows in the jungle or ice caves.

Given how many items they added in the HD game, though - it hardly matters.
Pages: [1] 2