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hmm need some help

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reckless

Posts: 1635

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Feb 05, 2010 11:01 pm

not saying it is :) just that well asking for help then when peeps finally are able to download the code i allready fixed it myself xD
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Baker

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Posts: 3179

Joined: Tue Mar 14, 2006 5:15 am

Post Sat Feb 06, 2010 12:52 am

I saw the Zerstorer cutscene detection code and that got me thinking, so it wasn't a loss. :D
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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reckless

Posts: 1635

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Feb 06, 2010 2:24 am

glad it had its uses ;)

i moved that part clientside now much cleaner :)

engine still has some bugs left some mods trigger a buffer overrun

and it seems to be related to the bmodel code but for the life of me i cannot figure out why :lol: the debugger tells me that the expressions cannot be read like it suddenly looses all data regarding the model in question but newer in standard quake and friends like rogue and hipnotic.

the most affected mods are descent crashes on map load and kin's marcher crashes when exiting the start tunnel bastion of the underworld runs but colors go all weird ouch.

this isnt a new bug actually even the unmodified original had it but atleast it is now able to load those mods even if they crash.

heres the latest incarnation compiled

ftp://90.184.233.166:21/Realm.7z
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mankrip

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Posts: 500

Joined: Fri Jul 04, 2008 3:02 am

Post Mon Apr 12, 2010 1:22 am

reckless wrote:maybe usefull to others i cooked up some depth sorting stuff based on mh's D3D code.

Thanks, I've added it to Makaqu.
Thinking with slipgates.
=-=-=-=-=-=-=-=-=-=
Makaqu engine blog / website.
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mankrip

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Posts: 500

Joined: Fri Jul 04, 2008 3:02 am

Post Mon Apr 12, 2010 3:07 pm

The depth order in your code is inverted, I've just fixed this.
Thinking with slipgates.
=-=-=-=-=-=-=-=-=-=
Makaqu engine blog / website.
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reckless

Posts: 1635

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Mon Apr 12, 2010 10:24 pm

it was ? well its allmost a straight port from c++ of mh's code but id be happy to see how you fixed it.

but this is a fairly old post i done quite a few changes to the code since then :)

this is the newest archive -> Realm_2010_4_02.7z

quite a lot of cleanup done old one was a bit messy as the engine this was based on was a beta from mh showing of a new technique for normalmaps.
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mankrip

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Posts: 500

Joined: Fri Jul 04, 2008 3:02 am

Post Tue Apr 13, 2010 2:40 am

reckless wrote:it was ? well its allmost a straight port from c++ of mh's code but id be happy to see how you fixed it.

Nothing fancy, I just switched the -1 and 1 values in R_DepthSortAliasEntities and in R_DepthSortBrushEntities.
Thinking with slipgates.
=-=-=-=-=-=-=-=-=-=
Makaqu engine blog / website.
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reckless

Posts: 1635

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Tue Apr 13, 2010 12:08 pm

hmm i see compared it to my old implementation and the - was defo in another place.
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