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InsideQC Forums • View topic - MHDoom finished

MHDoom finished

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Re: MHDoom finished

Postby toneddu2000 » Sat Jun 28, 2014 9:03 pm

Ok, Doom3 and Doom3 BFG Bought! How can I help you testing Revelation engine now? I installed the games in relative Steam dirs. Now, should I copy all the contents in another directory? Or do you guarantee that I can use your exe and dlls without compromize my original Steam game dir?I just installed it and I wouldn't have the need of deleting and reinstalling all the stuff imediately because Steam can't find its files! :lol:
- my first commercial game, made with FTEQW game engine
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Re: MHDoom finished

Postby revelator » Sat Jun 28, 2014 11:06 pm

Oh steam version ? hmm not sure depends on how its organized i got the old vanilla version from cd's so its pretty straight forward :)

Maybe someone here has the steam version and can elaborate on where you need to put stuff :)

My exe atleast shouldnt break anything its differently named and it also uses a different config file to extinguish it From Doom3.

Atm the help i need is mostly Editor related since im looking to port it to WxWidgets for crossplatform support.

I finally fixed all the buggers it had with ATI so yay me :)
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Re: MHDoom finished

Postby toneddu2000 » Sun Jun 29, 2014 11:24 pm

- my first commercial game, made with FTEQW game engine
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Re: MHDoom finished

Postby revelator » Mon Jun 30, 2014 2:30 am

Still a few weirdies left one that im not sure i can fix and another that has me a bit baffled.

The one i cant fix seems to be a bug in some of the articulated figure models and causes those ghosting effects i showed you.
The reason i know its linked to them is that whenever it happens the console gets spammed by debug messages from the model code about those.
Another one is in a few maps i get some rather abrupt light cut offs when transitioning from a light to a dark area (looks mighty crap) but im not sure why this happens, map bug possibly ??.
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