Probably need to create a good skeleton for this kind of projects to use with cl-project, so the tools with simple Windows UI could be set up in a minutes. Training Aim 2016 Alpha 0.12 Recoil Training Maps. The approach to create such utilities: implement them in SBCL/Linux testing in REPL and then create a GUI separately in LispWorks looks promising. Super Aim/Reflex Arena Fast Training Skill SP vs Bot Map Target/Reflection Training Maps. So the solution was to recursively output prefabs, applying transformations along the way.Īlso it was fun to implement the lexer function as a single LOOP statement. Fun part is that prefabs could embed another prefabs. The prefabs are always defined in own separate coordinates and “used” with a position vector and the angles. Interesting was to implement embedding “prefabs” - the pre-defined geometry structures - into the output global geomerty (brushes). So the job was to parse the file and generate a new file from the parsed, applying transformation (scaling in z direction) along the way. The problem was also that the Reflex Map format uses not natural coordinates order, so the transformation x z y -> x y z has to be performed while parsing. So the lexer has to do the counting of indents and insert INDENT and artificial DEDENT tokens into the output list of tokens. The parsing of the Reflex maps was interesting in a sense that it used indentation for the grouping, like Python. A little problem encountered with 3d-matrices as I was unable to compile it on LispWorks due to this bug which Shinmera has fixed in like minutes after I posted the issue! Kudos to him. I’ve surprised with a quality of CL-YACC, no problems at all. The Windows releases with GUI were made in LispWorks 7.0 HobbyistDV for Win32.Ģ specific libraries helped me with this work: 3d-matrices by Shinmera and cl-yacc by Juliusz Chroboczek. The work was done mainly in Linux/SBCL during evenings, “pretending” to sleep while my wife was trying to get our 3yo daughter to sleep(which is extremely hard at this age!). Each player has their own arena map and each player travels to another players map or attacks from their own arena depending on the round. The complication was to convert the scale along with the geometry, particularly vertical scale should be reduced. The Arena is the island that encompasses the battlefield of Teamfight Tactics, which includes the battlefield for champions to fight, the champion bench, and the Gold Generators. I’ve got an “ok” from the original author of the The Catalyst map ( tehace) on this work. The idea was to port the most popular map The Catalyst by tehace to QuakeWorld for duel style of the gameplay. The releases (for Windows) could be found here Implemented a converter of the maps from the game Reflex Arena to the format understood by TrenchBroom - the editor for the maps for Quake-family of the games. Converter of maps from Reflex Arena to QuakeWorld