If you need anything code related, just hook me up and i will see what i can do.
If you need anything code related, just hook me up and i will see what i can do.
I had the same problem. It seems that the installer puts SDK folder under a different name for Windows 8. All you have to do is move the folder into Microsoft SDKs\DirectX IIRC.
The editor is aimed to be fast so it shouldn't require any super machine to run it unless for later when it comes to real-time lightning (and perhaps shadowing).
I usually commit an update at the weekends otherwise i will get too far ahead and mess things up.
When do you plan on working on entity stuff like the local player entity and ET_PLAYER?.
Played it all through and i must say it was interesting!. It was really cool to see some new/updated monsters in the game, i hope to see future development!.
Good to hear some news!, thought it was kinda dead around here xD. Kind curious of whats coming up next with the engine, any hints ? :D.
How can i find They Hunger servers?. I only find like five servers on my list.
Well it isn't planned right now but who knows, maybe i will add it later on when there is nothing else to do :-P. As for the shadows, soft stencil shadow volumes are planned for the future, i don't really like the shadow mapping stuff.. IMO soft stencil shadow volumes has way better quality visual wise.
I only wish there were a complete high quality texture pack for Quake 2 :/.
Edit: You can look at a old project that has Soft Stencil Shadow Volumes here: Imageshack.us
Yes it is sir, finally! lol. It is kinda ambitious when you look at the quality i'm putting in it (if you compair vs id Tech 4).
Hmm.. never heard about the box/volume path finding. Monsters already tries to find the most efficient route to get to the target but it can mess up if you place too few or nodes in a bad way.
Thanks! :).
Everyone, go to my "Eternal Tech" project!. You'll see something cewl :D.
Looks really good!, very polished levels but maybe a bit too dark in some shots(?). Keep up the good work!.
Very nice project, have been waiting for a AoE 1-ish game and will try it out.
The view feels a bit too big, in Red Alert 1 the camera view were much higher up (well perspective) but i guess that´s a engine problem.
Thanks, i'm going to upload a small video that shows it in-game later on real-time once it´s finished.
Not sure how it works but i think they need to buy a license from id software before selling it (if they will).
My thoughts exacly, childish people.
The SVN will be available when i am finished with the renderer and some client cleanup. I have some big news coming up at Christmas day. The progress has be slow lately because of MineCraft haha. Thank you :).
Been playing this game for a while now but i would like to mention two features i´d like to see in the game. One of them is a "dynamic" torch which means if you hold it in your hand, it should emit light. Another one is to remove the force "pause" thing when hitting esc or tabbing out and add it as a option. Keep up the great work!.
Why take a mainstream industry job when we indies will take over the mainstream industry?, muhhahahahaha.
Going to try it out!. The physics feature looks very interesting.
The art/color style and atmosphere is awesome!, fits very well with the terminator world.
Oh, well i haven´t looked into that engine more then like one time, he magicly chunked ALL code together into one .c file LOL.
I don´t remember any engine that copied Q2e to 100%, sure some engines had bits here and there from Q2e but nothing major.
Vic was the main developer on qFusion and hes now working on Warsow. Alien Arena is beeing developed by Irritant_new engine wise. qFusion had many people helping on it since it was targeting to be a id Tech 3 clone at the time before the id Tech 3 engine was even GPL.
EternalGamesNaN
joined
Visit my homepage.