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] »

Chainsaw wrote:We will be able to move the camera with the arrow keys as well, right?

Currently not.
I think moving the camera with the arrow keys is easier than clicking an icon :-)
But who knows, it shoudln't be that hard (just confusing if the same icon got several functions)
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Cimeries
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Post by Cimeries »

That reminds me of camera angle; In Egomap, you could move the camera with the group of keys above the arrow keys (Insert, Home, Page Up, etc.), there were two keys for rotating in the X axis, two for the Y axis, and two more for zooming... However, I think a better solution is to make it so that holding and dragging the mouse-wheel controls rotating, whilst scrolling the mouse-wheel will result in zooming in/out.

Of course, take your time, you don't have to do all of this, but it would be nice to have these features eventually.
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Zefz
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Post by Zefz »

I planned to upload a windows binary for the latest modbaker, but I ran into some problems when compiling the library file for guichan. (sdl_guichan.lib more specifically)

I am also downloading the latest revision of Egoboo to my new pc, but it takes a while.
xenom[GER]
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Post by xenom[GER] »

Zefz wrote:I planned to upload a windows binary for the latest modbaker, but I ran into some problems when compiling the library file for guichan. (sdl_guichan.lib more specifically)

I am also downloading the latest revision of Egoboo to my new pc, but it takes a while.

What exactly is the problem?
Is that file missing?
Here is a guide from their website how to set guichan up on windows:
http://guichan.sourceforge.net/wiki/index.php/Getting_started#Windows_2
Maybe I made an error with the name of one of the .lib files.

Btw. I committed a new version into SVN containing more GUI-based functions.
Currently there is an error in the keyboard logic:
You have to click into the menu first before you can use keyboard input.


If everything goes well I'll improve the save / load dialog and add a basic texturing tool tomorrow.
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penguinflyer5234
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Post by penguinflyer5234 »

Zefz wrote:I planned to upload a windows binary for the latest modbaker, but I ran into some problems when compiling the library file for guichan. (sdl_guichan.lib more specifically)


Wait... shouldn't you be using opengl_guichan.lib for modbaker? Since modbaker uses OpenGL for drawing...
...
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Zefz
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Post by Zefz »

I have read trough that wiki before. There is not any documentation for msvc, but I managed to compile the main guichan.lib library. I am not sure on how to compile the remaining two for opengl and sdl. (guichan_sdl.lib and guichan_opengl.lib)
xenom[GER]
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Post by xenom[GER] »

What errors do you get?
Maybe it's something with the paths?
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Zefz
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Post by Zefz »

penguinflyer5234 wrote:Wait... shouldn't you be using opengl_guichan.lib for modbaker? Since modbaker uses OpenGL for drawing...


It uses both SDL and OpenGL.

Xenom: No, no errors at all. The problem is that there is no documentation on how to compile the opengl and SDL libraries for guichan. The compiler says I am missing guichan_sdl.lib and guichan_opengl.lib (Which I can't seem to compile myself).
xenom[GER]
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Post by xenom[GER] »

Zefz wrote:Xenom: No, no errors at all. The problem is that there is no documentation on how to compile the opengl and SDL libraries for guichan. The compiler says I am missing guichan_sdl.lib and guichan_opengl.lib (Which I can't seem to compile myself).

Oh, ok.
I found a .vcproj file for guichan_sdl.lib on google code.

Maybe that helps?
http://code.google.com/p/guichan/source/browse/trunk/guichan_sdl.vcproj?r=957

[edit]
And here is one for guichan_opengl.lib:
http://code.google.com/p/guichan/source/browse/trunk/guichan_opengl.vcproj?r=783
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penguinflyer5234
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Post by penguinflyer5234 »

Zefz wrote:
penguinflyer5234 wrote:Wait... shouldn't you be using opengl_guichan.lib for modbaker? Since modbaker uses OpenGL for drawing...


It uses both SDL and OpenGL.


Then the sdl_opengl part of guichan is all you need!
...
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Zefz
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Post by Zefz »

Which is why I need three seperate libraries. One for the guichan core, one for the opengl plugin and another one for the SDL extension.
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Post by bgbirdsey »

Probably you may need only the opengl library, since the opengl stuff is implemented through SDL? I've looked into guichan in the past and didn't have too much trouble, but that was an older version. Are there example programs? That may show you how to do the linking.
xenom[GER]
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Post by xenom[GER] »

There are examples, but they don't provide any project files, only the Makefile for Unix / dev-c++
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Zefz
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Post by Zefz »

Good news. I got the thing to compile correctly (I think). I now just get a unhandled exception error when running the application, but that might be a incorrect parameter when trying to load the module path.

It was a simple configuration error that caused me some errors when compiling the libraries :)
xenom[GER]
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Post by xenom[GER] »

Nice to hear, Zefz :-)

SVN update
- Created a texture browser (currently unusable)
- Adjusted the size of the palette window
- Saving / loading via GUI
- When loading a new level, also load the new spawn.txt and textures

My To-do list for modbaker 1.0 (don't know in which order I'll implement them):
- exit button in the GUI
- tooltips for the icons
- Select the texture by clicking at an icon in the texture browser
- spawn handling
- placing / moving spawns
- rendering the models
- passage handling
- show tile types
- minimap handling
- weld tool
- floor / wall tool
- mesh improvements
- Allow the creation of a new, empty mesh
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