Everything is going well with Dark Res. I've made 4 more houses each with a different texture-set.
Total number of different houses is now six . There are also six different textures, so that makes 36 different versions.
That should be enough , don't you think ?

Anyway, I've programmed the code for the entrypoints.
These entrypoints are important for changing maps , and for deciding where to position the player-character.
Each entrypoint contains information about the map you are currently ON, and the map you are going TO.
That means , when you are near one of these entrypoints, the program changes maps.
Each map has a unique number.
Each object that can be entered (house,depot,shop,church,castle,HQ,worldmap,areamap) also has a unique number.
Example:
You enter a townmap from direction of the map of the harbour. This map [of the harbour] is numbered "5"
You are standing in the middle of a town. The map of this town is numbered "1".
You walk down the street and would like to enter a house with two floors. This house is numbered "2".
Now..., you are entering the detection range of the entrypoint in front of that house.
The entrypoint decides that it is time to switch maps.
The map-info of this entrypoint is as follows: Current_Map = 1 , Next_Map = 2
Before the switch: MAIN_MAP = 1 , PREVIOUS_MAP = 5
During the switch: PREVIOUS_MAP = Current_Map , MAIN_MAP = Next_Map
After the switch: PREVIOUS_MAP = 1 , MAIN_MAP = 2
You are now inside the house, and because this is a house with two floors,
there are 2 ways you could enter this particular map, 1) from the outside and 2) from the first floor.
As luck would have it, (

) you've entered the ground floor via the outside map,
so that means - based on the values in the variable PREVIOUS-MAP - your playercharacter is positioned
near the front door, otherwise it is positioned near the stairs leading to the first floor.
And another problem rears its ugly head....

What to do with all those models ? Sure , I can use CLEARWORLD() , but that would delete everything
from memory, including entities , brushes and textures.
And to load everything again, each time you enter a new map is frankly.... ridiculous.
Therefore I present to you: DELETEWORLD()
What DELETEWORLD() basically does, is going through each type (and there are types for everything
you can think of) and free the model in that type along with the handle of the type.
If a copied entity is freed from memory, all the children that spawned from the parent, are automatically freed too.
Also, when you start the program everything (except the level-maps) is loaded once.
During program-execution all following models are just copies of the loaded entities.
According to other experienced Blitz-users, COPYENTITY is much faster than LOADMESH or LOADANIMMESH.
When program-execution is fast, then there is practically no waiting time for the user.
That's what it's all about.

-#-
I really really really.... REALLY want to show you some new piccies. It's just that all my time is used for programming, modelling etc. I could make a small movie , to show everything at once.

Whoops, I almost forgot ....
All the animated icons (itemshop,weaponshop,depot,church,walkabout) are IN.
Yes, yes...... everything is working beautifully

, and there's even less code compared to the first version.
A long time ago , in a galaxy far, far away... (oh wait, that's another story..

)
But a long time ago nonetheless, I lost one of my USB-sticks.
It contained code for displaying the icons. And it was also one of those rare
occasions that I did not make a backup copy.
I guess that sometimes, something good can happen out of a bad situation

's good.
Well, think I'll shut up for now ...
See Ya's