Modbaker Development
Moderator: Developers
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Small update:
I've got a working GUI prototype using guichan (it's easier to implement than I expected).
The next things on my todo list:
- extend the GUI prototype to create a real GUI (needed for the things below)
- Real texture editing (select the texture to use, ...)
- Place objects and generate the spawn.txt
- a weld / merge function to fix corrupted vertex positions
I've got a working GUI prototype using guichan (it's easier to implement than I expected).
The next things on my todo list:
- extend the GUI prototype to create a real GUI (needed for the things below)
- Real texture editing (select the texture to use, ...)
- Place objects and generate the spawn.txt
- a weld / merge function to fix corrupted vertex positions
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- penguinflyer5234
- Sheep (Developer)
- Posts: 3025
- Joined: Wed Jul 23, 2008 1:39 am
- Location: Best Southwest
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
I've uploaded my recent changes to the SVN now.
Editing got broken, but you can see the GUI now
I also tried to keep the VC project file up-to-date, but I can't guarantee that the .lib filenames are correct
Here is a screenshot:
Editing got broken, but you can see the GUI now
I also tried to keep the VC project file up-to-date, but I can't guarantee that the .lib filenames are correct
Here is a screenshot:
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
- penguinflyer5234
- Sheep (Developer)
- Posts: 3025
- Joined: Wed Jul 23, 2008 1:39 am
- Location: Best Southwest
I have received five errors from gcc on Kubuntu 8.10:
Also I got a lot of warnings about deprecated conversion from string constant to char*
Code: Select all
ogl_debug.cpp: In function ‘void gl_grab_state(ogl_state_t*)’:
ogl_debug.cpp:315: error: ‘memset’ was not declared in this scope
ogl_debug.cpp:316: error: ‘memcpy’ was not declared in this scope
ogl_debug.cpp: In function ‘void gl_comp_state(ogl_state_comp_t*, ogl_state_t*, ogl_state_t*)’:
ogl_debug.cpp:371: error: ‘memcmp’ was not declared in this scope
ogl_extensions.cpp: In function ‘void GetOGLScreen_Info(glCaps_t*)’:
ogl_extensions.cpp:16: error: ‘memset’ was not declared in this scope
ogl_extensions.cpp:75: error: ‘strstr’ was not declared in this scope
Also I got a lot of warnings about deprecated conversion from string constant to char*
...
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
penguinflyer5234 wrote:I have received five errors from gcc on Kubuntu 8.10:Code: Select all
...
Also I got a lot of warnings about deprecated conversion from string constant to char*
Yeah, I also get those warning, but I don't get an error. Do you use my makefile to compile?
I already tried to get rid of those warnings several times (they annoy me a lot), but when I changed them from char* to string I got a segmentation fault.
Maybe I need another try
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- penguinflyer5234
- Sheep (Developer)
- Posts: 3025
- Joined: Wed Jul 23, 2008 1:39 am
- Location: Best Southwest
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
penguinflyer5234 wrote:EDIT: I fixed the errors, I just added #include <string.h> to those files and it works. (with 15 fps or so...)
Ok, I'll add those files there in the next SVN update (if I don't forget )
Modbaker currently has no optimizations in the rendering code, so low FPS are possible :-/
I'm using a fast CPU, so I get 200+ FPS. But as long as it's usable for editing, I think it's ok for an unstable version (I want to add some more features first before tuning the rendering).
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
I was wondering if modbaker was going to have a LUA console?
Because that would really help with having a sort of make-shift plugin system. And have a place to put my very very slowly and prroly made DungeonGenerator script.
Because that would really help with having a sort of make-shift plugin system. And have a place to put my very very slowly and prroly made DungeonGenerator script.
Moogirl wrote: [19:47:14] period jokes = not cool
[19:47:23] no wait it's the anus
[19:47:25] wtf
[19:47:46] a cloud cannot have that much blood
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Seanbot wrote:I was wondering if modbaker was going to have a LUA console?
Because that would really help with having a sort of make-shift plugin system. And have a place to put my very very slowly and prroly made DungeonGenerator script.
Currently LUA support is not on my todo list, because I want to implement the core Egomap / Cartman features.
But you can grab the source and add LUA if you'd like to.
If you need help understanding a special part of the code, I can support you
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
-
- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Update
Modbaker update
- Merged the mesh, texture and object windows into a "palette" window (using tabs)
- I'm using the Tango icon theme (if you got better icons, just upload them)
- Save icon and the arrow icons are working
Here is a screenshot of the current GUI:
- Merged the mesh, texture and object windows into a "palette" window (using tabs)
- I'm using the Tango icon theme (if you got better icons, just upload them)
- Save icon and the arrow icons are working
Here is a screenshot of the current GUI:
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]