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Re: MHDoom finished
Posted: Sat Jun 28, 2014 9:03 pm
by toneddu2000
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!

Re: MHDoom finished
Posted: Sat Jun 28, 2014 11:06 pm
by revelator
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

Re: MHDoom finished
Posted: Sun Jun 29, 2014 11:24 pm
by toneddu2000
I finally fixed all the buggers it had with ATI so yay me


Well, compliments, I'm glad you solved it!
Re: MHDoom finished
Posted: Mon Jun 30, 2014 2:30 am
by revelator
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 ??.