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.
REFLEX ARENA GAMEPLAY WINDOWS
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!). The complication was to convert the scale along with the geometry, particularly vertical scale should be reduced. 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