November 2010
14 posts
Bugs. They are the main thing that prevents me from knowing exactly how much work there’s still to be done. To be more precise, a bug that simply crashes the whole engine when the startdemos loops for a few times. Before, it would always crash at the same point when playing the Necropolis (e1m3) demo for the second time, but now it takes longer to crash, and doesn’t always crash at...
Nov 30th
teamxlink asked: I was wondering if you ever got around to making the tutorial on making a disc for Makaqu, for use in a Sega Dreamcast.
Nov 21st
1 tag
Nov 20th
Fixed a bug where opaque liquids were also being overdrawn as translucent. There’s still a weird edge clipping bug going on, and a bug that makes all translucent BSP models/surfaces (and some SPR models too!) to not show up at certain camera position/viewangle combinations. The hierarchy for selection of blending methods is also still being worked on. There are also a couple things I’m...
Nov 19th
A note for anyone compiling the previous releases: Right-click each .s file in Code::Blocks’ file tree, select “Properties” and replace the custom command in the Advanced tab with this: cmd /C cl.exe /nologo /EP > $object.spp $file cmd /C .\gas2masm\release\gas2masm $object.asm ml /nologo /c /Cp /coff /Fo$object /Zm /Zi $object.asm $(CMD_RM) $object.spp $(CMD_RM)...
Nov 17th
Having some progress here, still testing TortoiseHG and reading its documentation. Parallel to that, I’m also going to edit some of the original textures to add color-keyed pixels. There’s quite a number of textures where it could be useful! This also gives me a good reason to think about implementing support for replacement textures.
Nov 13th
As expected, I’m having quite a headache trying to figure out how to use TortoiseHG with my dummy project. None of the files I’ve commited have shown up into its Mercurial repository at Google Code. Well, I’ll just keep reading TortoiseHG’s documentation and testing all possibilities.
Nov 12th
A note about working with versioning repositories: I use Synergy to control both my desktop PC and my laptop from my desktop PC’s mouse/keyboard, but for some reason it never worked properly through my wireless router. The only way I was always able to get the Synergy client on my laptop to find my desktop PC was to use a cable to connect my laptop to the router instead of going...
Nov 12th
Interesting. There’s quite a few differences between the rendering of external BSP models (used for the ammo boxes, for example) and submodels (doors, platforms, and other ones used by external entities) of the world’s BSP. And right now, translucent external BSP models are not showing up; sigh. I’m going to follow the “fix and optimize everything I can think of in the...
Nov 12th
I’m currently improving my little test map, which is the one in the last screenshot posted here. There weren’t any real plans for Makaqu since I’ve restarted working on it during the beginning of this year, but this weekend I’ve had a bunch of ideas which could turn into a nice little game using this engine, so now I’ve got another reason to work on it. I’ve...
Nov 12th
Some plans and thoughts about the current state of this engine: The hard work I had planned to do on the software renderer of version 1.4 has already been done. For the following version(s), some of the things to be “fixed” are 2D GUI scaling, perspective correction for MDL textures, and a total rewrite of the cel-shading outline renderer. By the way, version 1.4 won’t...
Nov 11th
Nov 10th
Anonymous asked: Any luck with hardware acelaration and colored lights on dreamcast ?
Nov 10th
Nov 4th