Page 12 of 19

Posted: Sun Jul 26, 2009 12:25 pm
by aleco614
Me thinks that the arms are quite a bit too long for an egoboo thing, but otherwise it looks nice.

Posted: Sun Jul 26, 2009 8:13 pm
by Agent of Dread
Nah, in Egoboo, I imagine the arms all cartoony-stretchy, and they're longer than the legs, so...

Posted: Mon Jul 27, 2009 11:07 am
by xenom[GER]
Due to the new page I'll place the latest logo again :-)
Image
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!)

Posted: Mon Jul 27, 2009 1:30 pm
by Cimeries
And here is my submission.

Image

I experimented a little with shading and outlines. The chef came out dopey looking, which I like. :D

Posted: Mon Jul 27, 2009 1:59 pm
by xenom[GER]
This one is pretty cool.
I esp. like the oven and the bugs :D
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! :-)

Posted: Mon Jul 27, 2009 2:06 pm
by Cimeries
This is Penguinflyer2222's submission. You probably haven't seen it yet.

Image

Posted: Mon Jul 27, 2009 5:45 pm
by xenom[GER]
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 :D

Posted: Mon Jul 27, 2009 7:04 pm
by Zefz
And maybe it will even work on windows without crashing when reading the .mpd file :P

Posted: Mon Jul 27, 2009 7:23 pm
by Zefz
It still crashes in "getting the basic fan data..." section with the following exit code: -1073740777 (0xc0000417).

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

Posted: Mon Jul 27, 2009 7:34 pm
by xenom[GER]
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 ;-)).

Posted: Tue Jul 28, 2009 3:17 pm
by penguinflyer2222
@My picture: I realized after uploading that I forgot to add the grub bug's legs. :P

Posted: Fri Jul 31, 2009 5:07 pm
by xenom[GER]
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

Posted: Fri Jul 31, 2009 5:48 pm
by Zefz
Cool :) Let's hope it works on windows. I was thinking once this is finished we include ModBaker with the official Egoboo releases?

Posted: Fri Jul 31, 2009 7:09 pm
by Maxaxle
Cimeries wrote:And here is my submission.

Image

I experimented a little with shading and outlines. The chef came out dopey looking, which I like. :D
You get my vote!

Posted: Fri Jul 31, 2009 7:34 pm
by xenom[GER]
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?
After the floor / wall tools are working properly, it would be great to include ModBaker in the next dev bundle.

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 ;-)