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Re: What are you working on?

Postby ceriux » Wed Apr 10, 2013 12:09 pm

if the regular installer isnt a web downloader. you could try internet download manager. it really speeds things up.
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Re: What are you working on?

Postby qbism » Wed Apr 10, 2013 4:57 pm

Reckless has a 64bit mingw on sourceforge.
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Re: What are you working on?

Postby Baker » Wed Apr 10, 2013 6:03 pm

ceriux wrote:if the regular installer isnt a web downloader. you could try internet download manager. it really speeds things up.

No that would be too convenient, no Microsoft makes you use their installer. An installer with a stupid silverlight animation that uses 50% CPU even when minimized. For hours ... so my computer is stressed and lagging for hours WHILE it is downloading.

Now --- if you are wondering why Microsoft can't compete these days in tablets or mobile --- imagine how much battery that pointless 4 hours of a repeating animation used on my laptop.

Then after install/restart it took maybe 10 minutes to load up the first time. Then imported a VS 2008 project and messed up many settings. Clunky Visual Studio 2012 reminds me of Steam in its sluggishness and clunky design

I don't think they have people who know how to make software working there.

qbism wrote:Reckless has a 64bit mingw on sourceforge.
Well, should I ever get uber frustrated with VS 2012, I may consider that option. But really, I am looking to make my code compile in 2012, I have no intent to use it as an IDE (or even as the main thing I compile in).
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Re: What are you working on?

Postby revelator » Thu Apr 11, 2013 8:38 am

tbh the 64 bit mingw is not all to different to setup than the 32 bit one :) the main thing you need to make sure of is that the source you try to compile is 64 bit compatible, luckily Theres a lot of helper functions just for that like intptr_t -> int uintptr_t -> unsigned int etc. these apply the correct bit values for the arch. My codeblocks ide on the site is made to Work with both the 32 and 64 bit mingw so if you want to have a go at it i think i made it as easy as i could :) it even imports msvc solutions though you probably need to correct optimization switches to fit mingw's but thats quite easy as well. If you need help you just have to ask im not dead yet heheheheh :mrgreen:
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Re: What are you working on?

Postby goldenboy » Thu Apr 11, 2013 4:57 pm

Image

Testing Blender's insane new renderer, Cycles. :P

Blender is getting more and more awesome recently.
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Re: What are you working on?

Postby goldenboy » Tue Apr 16, 2013 1:36 am

Image

I have a version of MH's / AguirRe's light tool with .lit support for Hexen 2. Unfortunately sunlight doesn't work yet, but the other nice features do.

This was made in Netradiant; there is an easy way to export maps to Hexen 2 that I outlined here http://spawnhost.wordpress.com/2013/04/ ... 2-radiant/
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Re: What are you working on?

Postby Baker » Tue Apr 16, 2013 5:07 am

reckless wrote:tbh the 64 bit mingw is not all to different to setup than the 32 bit one :) the main thing you need to make sure of is that the source you try to compile is 64 bit compatible, luckily Theres a lot of helper functions just for that like intptr_t -> int uintptr_t -> unsigned int etc. these apply the correct bit values for the arch. My codeblocks ide on the site is made to Work with both the 32 and 64 bit mingw so if you want to have a go at it i think i made it as easy as i could :) it even imports msvc solutions though you probably need to correct optimization switches to fit mingw's but thats quite easy as well. If you need help you just have to ask im not dead yet heheheheh :mrgreen:

From what I've read, I'm going to wait on Mingw64 to mature some more. Also --- I hope that your are doing well.
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Re: What are you working on?

Postby qbism » Wed Apr 17, 2013 3:30 am

Q2 concept 'multiwrench' (cheesy bike tool) monster. Or possibly player model. Snap-on weap on one arm and sword/ grapple/ whatever in the other hand. md3 model shown in bersQ2. I don't really have a plan for it, just something that stuck in my head.
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Re: What are you working on?

Postby mankrip » Wed Apr 17, 2013 5:08 am

qbism wrote:Q2 concept 'multiwrench' (cheesy bike tool) monster. Or possibly player model. Snap-on weap on one arm and sword/ grapple/ whatever in the other hand. md3 model shown in bersQ2. I don't really have a plan for it, just something that stuck in my head.
http://qbism.com/chan/src/136616905266.jpg

The style is great, but the head could look better when looked from the front. The head still looks great when looked from the side, though.
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Re: What are you working on?

Postby qbism » Wed Apr 17, 2013 4:38 pm

mankrip wrote:The style is great, but the head could look better when looked from the front. The head still looks great when looked from the side, though.
Thanks, yeah, I made the head mostly in profile view. Bridge of the "nose" should be stretched-in or eyes carved out more so they can be seen from the front.
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Re: What are you working on?

Postby Shpuld » Sun Apr 21, 2013 5:46 pm

Making some models for a total conversion mod, going for a very simplistic look as you can see.

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Re: What are you working on?

Postby ceriux » Tue Apr 23, 2013 3:47 am

nice man look cool =D
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Re: What are you working on?

Postby hogsy » Sat Apr 27, 2013 8:20 pm

Not exactly exciting but I finally got round to finishing cleaning up OpenKatana's "source" folder, which is where the source-code is kept. Haven't been feeling too great as of late so I haven't been able to do anything major lately but it's better than sitting around doing nothing and I'm sure someone out there will appreciate having a cleaner file structure to work in.

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Re: What are you working on?

Postby revelator » Sun Apr 28, 2013 6:10 pm

Nice hogsy :) looking forward to see it.
Hope you get better soon, best wishes from me.
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Re: What are you working on?

Postby r00k » Sun Apr 28, 2013 9:56 pm

would be nice for an ide to have funtion tabs so u can see in one window a flow of a function.
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