Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
@motorsep: I might look at that code (and maybe merge it) later, right now I'm glad I have working tools at all :)
Do your tools work in 64bit builds? Do you know if any changes were necessary for that?
I declared mine 32bit-only for now because I don't really trust that code and I don't have time to extensively test them to find out if things break in 64bit..

BTW, this is now officially in dhewm3 and I just did a pre-release (incl. Win32 binaries) containing it:
https://dhewm3.org/#a-first-prerelease-of-dhewm3-1.5.1
22
Except for D3 Edit, didn't they admit that years ago by saying they didn't really use the tools, they use notepad instead?  Tools were more dev's for Raven's Q4?

Oh, ouch :/
23
Cool! I feel like the tools were slapped together by ID just to get things going and never actually polished :(
Except for D3 Edit, didn't they admit that years ago by saying they didn't really use the tools, they use notepad instead?  Tools were more dev's for Raven's Q4?
24
@caedes: Btw, I think it would be better to grab Storm Engine 2 tools (MFC related stuff at least) since, for example, GUI Editor was upgraded and fixed there, but not in dhewm3 fork. This way you have better base to work with that has a lot of bugs already fixed.
25
Ok, I figured it out, see https://github.com/DanielGibson/dhewm3/commit/5c1e1d770883996eb5bb6a73118bd6d41295d282

The problem was that the widget used to render the preview of the texture in the material picker calls renderSystem->BeginFrame(w, h), with w and h being the size of that preview area.
BeginFrame() will set glConfig.vidWidth/Height, which are otherwise expected to have the window resolution (and are also used in renderSystem->GetScreenWidth()/Height()).
This is never reset (I would have expected that to happen in EndFrame()), so from then on the main (ingame) window will render at that resolution, looking like on the screenshot above.
(I now just restore glConfig.vid* after rendering that preview area.)

Cool! I feel like the tools were slapped together by ID just to get things going and never actually polished :(
26
Ok, I figured it out, see https://github.com/DanielGibson/dhewm3/commit/5c1e1d770883996eb5bb6a73118bd6d41295d282

The problem was that the widget used to render the preview of the texture in the material picker calls renderSystem->BeginFrame(w, h), with w and h being the size of that preview area.
BeginFrame() will set glConfig.vidWidth/Height, which are otherwise expected to have the window resolution (and are also used in renderSystem->GetScreenWidth()/Height()).
This is never reset (I would have expected that to happen in EndFrame()), so from then on the main (ingame) window will render at that resolution, looking like on the screenshot above.
(I now just restore glConfig.vid* after rendering that preview area.)
27
I don't necessarily either, but it's nice to see them making something with tech only indies used before.  :)
28
id Tech 2 Discussion / Re: New game from 3D Realms powered by Darkplaces engine
« Last post by motorsep on March 08, 2019, 10:59:49 AM »
Saw your tweet earlier.  Really cool.   They've got a Build engine game dues out soon too: https://www.gog.com/game/ion_maiden

:)

I actually don't like Build engine games much. I only beat Duke3D and could never finish the rest (Blood, Shadow Warrior). Perhaps that fake 3D with vertical aim turned me off, no sure really.
29
Saw your tweet earlier.  Really cool.   They've got a Build engine game dues out soon too: https://www.gog.com/game/ion_maiden
30
id Tech 2 Discussion / Re: New game from 3D Realms powered by Darkplaces engine
« Last post by Snehk on March 07, 2019, 03:26:15 PM »
This looks quite interesting. I'll have to try it out!
Pages: 1 2 [3] 4 5 ... 10