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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Fri Feb 05, 2010 11:01 pm    Post subject: Reply with quote

not saying it is Smile 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

PostPosted: Sat Feb 06, 2010 12:52 am    Post subject: Reply with quote

I saw the Zerstorer cutscene detection code and that got me thinking, so it wasn't a loss. Very Happy
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Sat Feb 06, 2010 2:24 am    Post subject: Reply with quote

glad it had its uses Wink

i moved that part clientside now much cleaner Smile

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 Laughing 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: 95

PostPosted: Mon Apr 12, 2010 1:22 am    Post subject: Reply with quote

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.
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mk



Joined: 04 Jul 2008
Posts: 95

PostPosted: Mon Apr 12, 2010 3:07 pm    Post subject: Reply with quote

The depth order in your code is inverted, I've just fixed this.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Apr 12, 2010 10:24 pm    Post subject: Reply with quote

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 Smile

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: 95

PostPosted: Tue Apr 13, 2010 2:40 am    Post subject: Reply with quote

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.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Tue Apr 13, 2010 12:08 pm    Post subject: Reply with quote

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