hmm need some help
Moderator: InsideQC Admins
23 posts
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I saw the Zerstorer cutscene detection code and that got me thinking, so it wasn't a loss. 
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
glad it had its uses
i moved that part clientside now much cleaner
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
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
i moved that part clientside now much cleaner
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
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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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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
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.
but this is a fairly old post i done quite a few changes to the code since then
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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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
23 posts
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