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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Fri Feb 05, 2010 11:01 pm Post subject: |
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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

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Feb 06, 2010 12:52 am Post subject: |
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I saw the Zerstorer cutscene detection code and that got me thinking, so it wasn't a loss.  _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Sat Feb 06, 2010 2:24 am Post subject: |
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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 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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mk

Joined: 04 Jul 2008 Posts: 94
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Posted: Mon Apr 12, 2010 1:22 am Post subject: |
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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. _________________ Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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mk

Joined: 04 Jul 2008 Posts: 94
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Posted: Mon Apr 12, 2010 3:07 pm Post subject: |
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The depth order in your code is inverted, I've just fixed this. _________________ Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Mon Apr 12, 2010 10:24 pm Post subject: |
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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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mk

Joined: 04 Jul 2008 Posts: 94
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Posted: Tue Apr 13, 2010 2:40 am Post subject: |
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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. _________________ Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Tue Apr 13, 2010 12:08 pm Post subject: |
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hmm i see compared it to my old implementation and the - was defo in another place. |
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