Modbaker Development

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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xenom[GER]
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Post by xenom[GER] »

I changed the keyboard layout a bit in the SVN version.

keys a, d: modify the vertices on the X axis
keys w, s: modify the vertices on the Y axis
keys q, e: modify the vertices on the Z axis (like the current editing)

[edit]
Btw. bgbirdsey:
Does your editor support adding a line feed automatically at the end of a file?
Because if I compile with -Wall (show all warnings), I'm getting a warning for a missing line feed.

[edit 2]
Implemented a basic configuration file in SVN.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
xenom[GER]
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Post by xenom[GER] »

Another status update for the SVN version
- egoboo path in the config now is relative
- spawn.txt gets parsed (currently the entities get rendered as blue boxes - I hope I can implement a basic model rendering soon)
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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Zefz
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Post by Zefz »

Cool. I still need to download that SVN and try to see if I can compile it. :)
Cimeries
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Post by Cimeries »

Zefz wrote:Cool. I still need to download that SVN and try to see if I can compile it. :)

Make a redistribute package for windows while you're at it please.
:wink:
xenom[GER]
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Post by xenom[GER] »

Good news:
I finished one of my other projects yesterday, so I continued developing ModBaker. \o/

In my local test version, I added the following new features today:
Very simple window system To create "in-game" toolbars
I'm not sure if I should switch to an existing GUI library before programming everything again) :?

First texture modification thingie
You can modify the texture of the first tile (currently you can't select anything here, it's all hard-coded).
The next step will be making this dynamic (based on the already implemented selection).
Also I want to add cycling through the textures until I get the window system improved / replaced.
Saving the map with the new textures currently is also missing.

If I get this to run properly, I'll commit those things into SVN (next weekend maybe). I don't want to commit those changes yet, because I want to keep the SVN as clean as possible. But improving my local code should be easy now!

[edit]
Cool, saving the mesh already works O_o
I only had a bug in the path of the file to be saved.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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Zefz
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Post by Zefz »

How are things coming along? Is the newest version of ModBaker up on the SVN yet? I'm really excited about ModBaker :)
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woodmouse
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Post by woodmouse »

Can't wait! :woo:
Once upon a time, when unicorns roamed the earth...
xenom[GER]
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Post by xenom[GER] »

Sadly, I only did some pretty small changes, so there is nothing new in the SVN.
I'm a bit demotivated because I've got a lot of programming work in the office, so I prefer doing something for my fitness in my spare time or just listen to music ;-)
I've got some spare days from April 20th 'till April 24th, maybe I can get my *ss up and continue ModBaker :-)
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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Zefz
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Post by Zefz »

So I finally got time to checkout the SVN and try to compile it. No easy luck there. Got 113 linking errors, all related to not finding SDL functions. I need some time to check out what's causing the trouble.

I really need a map maker that works on my laptop! Cartman is horrible to work with and EgoMap doesn't show any fonts for me.
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Zefz
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Post by Zefz »

Success! I have successfully compiled and run ModBaker with Visual Studio 2008 on Windows XP professional SP3. :)
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Super Soldier
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Post by Super Soldier »

Yay! :P
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Post by Cimeries »

Make an installer for us compily-stuff- challanged please.
:wink:
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Zefz
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Post by Zefz »

Rather not yet. It isn't very stable and requires a lot of tinkering to get to work (you need to specify the whole path to your Egoboo directory ("C:\games\egoboo 2.6.7\" for example)).

I could get both new Cartman and ModBaker for the very curious if they are interested in their development and are up to some tinkering to get it to work.
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Post by Cimeries »

I'm not that compilly-stuff challenged. As long as it's not a whole lot more than specifying some paths and making some adjustments, I can handle it.

So yes, get me the new Cartman and Modbaker please.
:wink:
xenom[GER]
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Post by xenom[GER] »

Yeah, Modbaker is not very stable yet :-/
Only a few days and I'll continue the texture editing.

And then I really have to care about a nice GUI system :-/
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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