Modbaker Development
Moderator: Developers
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
hm, maybe one of them is outdated and gets used for the compile.
Try adding the others like I mentioned some posts ago.
Try adding the others like I mentioned some posts ago.
/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
Good news + bad news:
I've got a small demo application working with wxwidgetss, OpenGL + SDL input (getting SDL input to work wasn't very easy, but finally it's working now).
The problem is:
Wehn starting ModBaker, you get two windows:
- the 3d window used before
- the wxwidgets window
I have to rewrite the whole GFX initialisation, window and input handling to get only one window...
Which means it will take some time before everything that's currently enabled will work again :-/
But I can do it
So stay tuned for the next update!
[edit]
Ok, I think it's easier to remove the SDL stuff from ModBaker and use wxwidgets functions instead. At least for all the input stuff.
I've got a small demo application working with wxwidgetss, OpenGL + SDL input (getting SDL input to work wasn't very easy, but finally it's working now).
The problem is:
Wehn starting ModBaker, you get two windows:
- the 3d window used before
- the wxwidgets window
I have to rewrite the whole GFX initialisation, window and input handling to get only one window...
Which means it will take some time before everything that's currently enabled will work again :-/
But I can do it
So stay tuned for the next update!
[edit]
Ok, I think it's easier to remove the SDL stuff from ModBaker and use wxwidgets functions instead. At least for all the input stuff.
/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
I hope so!
At least compiling should run much better with wxwidgets!
And the API is more stable.
At least compiling should run much better with wxwidgets!
And the API is more stable.
/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]
Oh right, I think it should have been obvious, but the problem is that I have BOTH Mesa3D and the Proprietary Nvidia libraries installed.
I'll have to uninstall the Mesa3D ones presumably.
Unless anyone thinks that's a bad idea?
I'll have to uninstall the Mesa3D ones presumably.
Unless anyone thinks that's a bad idea?
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
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
I'll give it a try
Hi all
I have some spare time left to make some coding again.
The easiest way to start again, I think, is to work on an editor.
Because I have a framework of my own to handle the input, I will start from scratch. I can port a part of the editor code I've started once, as I was working on zippy-egoboo and which I can reuse. And I will reuse as much of the code from all the other editors around, if possible.
It'll take some time, because it's a 'Franken'-Map-Format'. That's why the older CARTMAN had to be a 'FrankenEditor', as Zefz wrote
I plan to make an upload of the first code with a 'viewing mode' for maps in the next few days. After that I have plan to add code on a daily basis and have something usable at the end of the year.
You'll find it in 'branches'-Directory under 'bitnapper'.
To have it easier, I'll first will code it windows only and add support, if needed, for linux later.
Paul
I have some spare time left to make some coding again.
The easiest way to start again, I think, is to work on an editor.
Because I have a framework of my own to handle the input, I will start from scratch. I can port a part of the editor code I've started once, as I was working on zippy-egoboo and which I can reuse. And I will reuse as much of the code from all the other editors around, if possible.
It'll take some time, because it's a 'Franken'-Map-Format'. That's why the older CARTMAN had to be a 'FrankenEditor', as Zefz wrote
I plan to make an upload of the first code with a 'viewing mode' for maps in the next few days. After that I have plan to add code on a daily basis and have something usable at the end of the year.
You'll find it in 'branches'-Directory under 'bitnapper'.
To have it easier, I'll first will code it windows only and add support, if needed, for linux later.
Paul
Two beer or not two beer... rather a malt whisky
- Agent of Dread
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