Thursday, November 4, 2010

Coloured Light Update

There's going to be a Release 2 of the coloured light tool based on feedback, comments and requests. Some problems with the first version include no sunlight colour support, the "press any key" message at the end, and the messed-up timer output.

In some cases the problem comes from insufficient information on my part, in others it comes from the Visual C++ 2008 compiler not playing nice with the original code (or should that be the other way around?), and in others it comes from debug code that should not have been in the release version.

I can put my hand in the air and accept responsibility for those that are my own doing, but it's more positive to move forward and fix these things. Software doesn't spring fully-armed from the head of Zeus, you know.

So anyway, this is now built and tested, but I'm holding off for a little in case anything else it needs springs to mind. The great thing about standards in Quake is that there are so many of them, and I do want Release 2 to be the last one, so if there's any extra behaviour it needs to get (like support for colours on more than 1 sunlight - is it needed? is it expected? what the hell is the standard anyway?) I need to know.

Bottom line is that I can't maintain this going forward, I'm not a tools guy, it was originally just an experiment that tickled my curiosity the right way, and I'm already busy enough with other stuff.

2 comments:

Anonymous said...

hi mh,
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thanks for this great tool. i created lit files for many levels and the results were, with a few exceptions, really nice. i know that q1 purists say that q1 should remain dark&grey game, but they are wrong. some of the maps from travail and especially level the day of the lords look stunnig with colored lights.
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long live to quake
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jakub

gb said...

Software doesn't spring fully-armed from the head of Zeus, you know.

Signature-worthy comment mh.