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Messages - motorsep

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1
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 14, 2018, 02:16:31 PM »
@bitterman

The issue with vehicles that loading a savegame with vehicle crashes the engine. That's really the main issue with SE2 at this time.

Speaking of vehicles, played RAGE last night. Noticed that sometimes vehicles are spawned above the ground and dropped after loading a savegame. As if they not really saving vehicles, but only save its stats and location/rotation of the entity and re-initialize / re-spawn it after loading of the savegame is done.

SE2 currently saves all the physics and constraints of the vehicle/suspension as far as I recall.

2
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 13, 2018, 08:39:55 PM »
I thought so as well, but ultimately, I decided that fhDoom might be worth a try for development after I'll port some of SE2 and TDM features to it (avoiding bugs hopefully). It's still pretty solid without them though, and much more stable than SE2 (vehicles, RMB crashing the engine for no reason - just as examples).

fhDoom has no vehicles beyond what vanilla Doom 3 offered.

3
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 13, 2018, 01:28:37 PM »

Yes, at least for now. I'm just too busy to fix all the bugs in it (which are pretty much game breaking), whereas the only problems with fhDoom right now are framerate issues (Doom 3 works smoothly enough for me on this fork) and roe stability.

I may return to it once I'll have enough time to have a good look at everything.

I thought you were making a standalone game with it.

5
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 08, 2018, 05:24:04 PM »
... and once I'll be back to id Tech 4, it'll be on fhDoom fork.

Abandoning Storm Engine 2 ? :)

6
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 06, 2018, 03:55:59 PM »

motorsep, how looks player.def?

 Map's format is same as d3bfg? I have a flow bug with map butter error.

Player def from Phaeton: https://pastebin.com/MP0HWpKT

map format is the same, but you obviously need to built it with dmap from SE2. Also if you have stuff that isn't defined in materials/defs, you might have issues.

7
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 02, 2018, 02:54:44 PM »

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)

What are you talking about?! C++ code is there, Flash source files are also there. Do whatever you please (non-commercial games) with them. Or make you own.

8
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 02, 2018, 09:09:28 AM »
Before I try to build whole solution (includes ZERO_CHECK).
As I found ZERO_CHECK reruns cmake.
Therefore it causes a wrong result IMO.

Then I build only idLib and SE2.
It's works. There is a SE2 on Win 7:

Lol, that's not how it should look when properly built.

This is how it should be:


9
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 02, 2018, 09:08:02 AM »
SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?

It doesn't have a lot of modifications. The only modifications were made is to make it work with SWF menus I had to reverse engineer. Nesting of some elements didn't make sense, so I had to adjust it to work. SWF files are also on github, so one can make totally custom menus / HUD / PDA.

10
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 25, 2018, 11:49:41 AM »
And all API Set Stub ... :)

It is not for Win7?

Probably because Steam, XB, PS4 had to be stubbed out for GPL release ?

11
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 25, 2018, 10:47:52 AM »
Underwater view warping - dirty hack :)

Well, either that or have no warping view underwater ;)

Making games is all about hacks.

Btw motorsep's code changes marks as "// motorsep ...".

duh, common sense...

12
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 24, 2018, 02:43:15 PM »
Win7 64, MSVC 2013 CE:

Quote
Error C2065: "XAUDIO_DEBUG_ENGINE" :undeclared identifier.

MSVC 2017 CE is what we were building it with 32bit and 32bi OpenAL. I didn't even try 64bit because .. no point in using 64bit builds unless you have massive world.

13
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 24, 2018, 12:30:40 PM »
Agree. Noob's comment indeed.

This script's incompatible is from RB or from SE2 only?
What kind of changes are there?

Rb Doom 3 runs Doom 3 BFG content as-is. SE2 has quite a few enhancements so it can't run Doom 3 BFG scripts out of the box. Just compare doom_events and se2_events scripts and you'll find the differences.

14
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 24, 2018, 09:10:19 AM »
Did you forget it's FOSS ?  ::) >:D

15
Strutt your stuff! / Re: Storm Engine 2 update
« on: September 23, 2018, 11:01:41 PM »
Lol, good ol' id Tech - updated video drivers - now it's crashing on startup  ::)

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