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Dungeons: Assault Run is a simple first person shooter created using the author's own 3D engine the [[Dungeons_Engine_2_PSP|PSP Dungeons Engine]]. ==Features== * Realtime 3D Engine+3D Editor (supports iPhone OS, Mac OS X, PSP and Windows). * Texture mapping. * Animated textures. * Multitexturing. * Automatically generating mipmaps + Mipmapping. * Generating lightmaps + Lightmapping. * Particle effects. * Fog. * Rendering animated MD3 models. * Collision detection. ==Installation== This package contains: * Dungeons Assault Run game for Mac, PSP and Windows. * 3D Editor for Mac and Windows. ==Controls== Circle/Cross/Triangle/Square - Move Analog or D-Pad - Look L - Jump R - Shoot Srart - Start/Stop ==Screenshots== https://dlhb.gamebrew.org/psphomebrew/pspdungeonsassaultrun3.png https://dlhb.gamebrew.org/psphomebrew/pspdungeonsassaultrun4.png https://dlhb.gamebrew.org/psphomebrew/pspdungeonsassaultrun5.png https://dlhb.gamebrew.org/psphomebrew/pspdungeonsassaultrun6.png https://dlhb.gamebrew.org/psphomebrew/pspdungeonsassaultrun7.png ==Media== '''Dungeons: Assault Run - PSP Gameplay (FPS Homebrew)''' ([https://www.youtube.com/watch?v=dshwouvhPqY DaniBlueFox]) <br> <youtube>dshwouvhPqY</youtube> ==Changelog== '''Version 1.0.6 2008/07/09''' * Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format). * Editor changes: ** Set hitpoints of each enemy. * Game changes: ** Set hitpoints of player (config.txt). ** Faster rendering of world geometry. '''Version 1.0.5 2008/06/28''' * Faster collision detection of enemy bullets vs. player. * Faster collision detection of enemy vs. world geometry. * Slightly faster rendering of bullets and world geometry. * New option in config.txt: [GODMODE] on/off. * Weapon shooting range + enemy sight range limited to 50 meter. '''Version 1.0.4 2008/06/21''' * Editor changes: ** Game geometry view shows enemie's attack animation frame with the bullet's starting position. * Game changes: ** Simple enemy AI: ** Enemies check, if they see the player and alarm other enemies. ** Enemies are alarmed when the player shoots. ** Global alarm stops when no enemy sees the player for some time. ** Enemies evade when the player aims at them. ** Enemies try to aim at the player, when they are in alarmed state. ** Enemies shoot at the player (visible bullets). ** Collision detection bullets - player, player dies after some hits. '''Version 1.0.3 2008/05/02''' * Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format). * Editor changes: ** Bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first). ** New property per component: is level-exit (yes/no). ** When the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...). ** When a map has a level exit and there is no next map, the map001.d2 is loaded again. ** When the next map has a different modelpack, the md3 models are also deleted and loaded. * Game changes: ** Config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text. ** Particle effect when hitting enemies. '''Version 1.0.2 2008/04/12''' * New properties per maparea: ** Fog on/off. ** Fog color. ** Fog start/end distance. ** z-clipping distance. * New property per map: ** Load complete map into game on/off. * Other editor changes: ** Rotate and mirror local texture coordinates. ** Confirmation before deleting items. * Other game changes: ** md3 object culling against viewing frustum. '''Version 1.0.1 2008/03/16''' * New: ** Some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file/create game format). * Editor changes: ** lights: size 0 = invisible light. ** startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map). ** Now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs. ** Fixed: crash of weaponlist in edit startpoint, when no modelpack loaded. ** Fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys). ** Calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area). ** Editor help file updated. ** New option in modelpack (per weapon): 1st person offset x,y,z. ** "Real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample). ==External links== * Author's website - [https://web.archive.org/web/20081013061606/http://caweb.de/caweb/engine.html http://caweb.de/caweb/engine.html] (archived) * QuickJump - [https://web.archive.org/web/20210324084531/http://forums.qj.net/psp-development-forum/136241-psp-dungeons-assault-run-3d-editor.html http://forums.qj.net/psp-development-forum/136241-psp-dungeons-assault-run-3d-editor.html] (archived)
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