Modbaker Development
Moderator: Developers
- Agent of Dread
- Protector (Senior Member)
- Posts: 8991
- Joined: Wed Jul 23, 2008 8:46 pm
- Location: Australia
- Contact:
Nah, in Egoboo, I imagine the arms all cartoony-stretchy, and they're longer than the legs, so...
- Linktree: linktr.ee/trilbs -
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Due to the new page I'll place the latest logo again
What do you think of it?
SVN update
- Better doxygen integration
- Started to split general objects (objects, menu.txt, passages, ...) into the core/ subdirectory
- Moved some functionality from the core classes to the c_modbaker class
Things I didn't put into SVN yet:
- I started a new wall tool (used cartman as a reference. Thanks bgbirdsey for the hint!)
What do you think of it?
SVN update
- Better doxygen integration
- Started to split general objects (objects, menu.txt, passages, ...) into the core/ subdirectory
- Moved some functionality from the core classes to the c_modbaker class
Things I didn't put into SVN yet:
- I started a new wall tool (used cartman as a reference. Thanks bgbirdsey for the hint!)
/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]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
This one is pretty cool.
I esp. like the oven and the bugs
The chef looks nice, too. But I like the style of aleco614's chef ( / my improved version) a bit more.
But I really like the coloring of your image (looks better than the shading I did).
Now it's getting harder which picture to chose. But let the submissions come!
I esp. like the oven and the bugs
The chef looks nice, too. But I like the style of aleco614's chef ( / my improved version) a bit more.
But I really like the coloring of your image (looks better than the shading I did).
Now it's getting harder which picture to chose. But let the submissions come!
/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]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
No, I haven't seen that one yet.
This one looks nice, too
I would put in more detail (legs to the bugs, showing the chef from behind is not a very good idea if you want to add details IMHO).
Btw. I started to rewrite the input system ModBaker uses.
Maybe I can fix some annoying logical failures of mine that way
This one looks nice, too
I would put in more detail (legs to the bugs, showing the chef from behind is not a very good idea if you want to add details IMHO).
Btw. I started to rewrite the input system ModBaker uses.
Maybe I can fix some annoying logical failures of mine that way
/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]
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
- Joined: Wed Jul 23, 2008 1:27 am
- Location: Norway
- Contact:
It still crashes in "getting the basic fan data..." section with the following exit code: -1073740777 (0xc0000417).
It happens when reading a vector:
It happens when reading a vector:
Code: Select all
v = 0x023af7f0
[0] = 1.3371670e-037
[1] = 1.3676521e-037
[2] = 0.00000000
x = 1.3371670e-037
y = 1.3676521e-037
z = 0.00000000
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
looks like x and y are not initialized properly.
I saw that this code area ("getting the basic fan data...") is quite big. I think I'll split that section up into smaller bits.
I've added that to my todo list for the next SVN update (just discovered the \todo tag in doxygen ).
I saw that this code area ("getting the basic fan data...") is quite big. I think I'll split that section up into smaller bits.
I've added that to my todo list for the next SVN update (just discovered the \todo tag in doxygen ).
/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
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Development update (nothing of that is in the SVN yet):
- Redesigned the complete GUI and input system
- Changed the memory handling when loading a mesh (hopefully this fixes the SegFault on Windows)
- Several smaller changes in mesh.h / mesh.cpp
- Moved mesh.h / mesh.cpp to the "core" directory
- Removed some more global variables
Things I'm currently working on:
- Redesign the selection / the edit functions (create a c_mesh_editor class for this)
- Add the wall / floor tool to this class
- Fix a segmentation fault when trying to open the texture, object, ... window
- Create a window for editing the config
- Redesigned the complete GUI and input system
- Changed the memory handling when loading a mesh (hopefully this fixes the SegFault on Windows)
- Several smaller changes in mesh.h / mesh.cpp
- Moved mesh.h / mesh.cpp to the "core" directory
- Removed some more global variables
Things I'm currently working on:
- Redesign the selection / the edit functions (create a c_mesh_editor class for this)
- Add the wall / floor tool to this class
- Fix a segmentation fault when trying to open the texture, object, ... window
- Create a window for editing the config
/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]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
After the floor / wall tools are working properly, it would be great to include ModBaker in the next dev bundle.Zefz wrote:Cool Let's hope it works on windows. I was thinking once this is finished we include ModBaker with the official Egoboo releases?
ModBaker would then have the following milestones:
ModBaker 0.7 (included in the next(?) dev bundle):
- current features
- wall / floor tool
- a config dialogue
- correct tile3.bmp handling
ModBaker 0.8:
- finishing the "new mesh" function
- adding / editing / deleting spawns
- minimap handling
- passage handling
- autosave function
ModBaker 0.9:
- lighting
ModBaker 1.0:
- Module Manager integration
- Bugfixes
- Misc stuff
What happens when ModBaker reaches version 0.8?
When all features for ModBaker 0.8 are done, I'll have a break from adding new big features to ModBaker.
I'm going to create an independent side-quest for Egoboo (with around 5 completely new modules).
All I'll reveal for now that it takes place in a dream world (the quest could get unlocked if you bump a sleeping guy in Zippy town).
Currently I'm doing first concept work for the new modules, creating a storyline, designing the locations, ...
I'll post some details in a new thread when there is something to show
/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]