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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Seanbot
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Post by Seanbot »

Should it be a problem if I have three GL.so libraries?
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
xenom[GER]
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Post by xenom[GER] »

hm, maybe one of them is outdated and gets used for the compile.
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]
xenom[GER]
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Post by xenom[GER] »

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.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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Zefz
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Post by Zefz »

Aww :( But still, yay! Finally something more reliable than guichan? :o
xenom[GER]
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Post by xenom[GER] »

I hope so!
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]
Seanbot
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Post by Seanbot »

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?
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
Seanbot
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Post by Seanbot »

Does anyone think this is a bad idea?
I don't think it will do anything wrong, but I still don't want to do it without consultancy.
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
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Zefz
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Post by Zefz »

You can always reinstall mesa if things don't happen as planned? :)
Seanbot
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Post by Seanbot »

grood
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
Seanbot
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Post by Seanbot »

I still have to get the kernel mod working, stupid system.
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
Seanbot
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Post by Seanbot »

Geh.
I installed the nvidia thing, but everything is dependant on the mesa one
gah geh guh.
Nvidia had a dev header as well I think.
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
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bitnapper
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I'll give it a try

Post by bitnapper »

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
Two beer or not two beer... rather a malt whisky
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Post by Agent of Dread »

Ooh, hello! This sounds great, kudos. :)
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Zefz
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Post by Zefz »

:o It would be nice to have an alternative to EgoMap! This has to be the third attempt to make a proper map editor for Egoboo :P

Note that Egoboo now uses a global object repository. This means that all objects are located in a single folder instead of each module having it's own object folder.
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penguinflyer2222
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Post by penguinflyer2222 »

:lol: third attempt.
Third time's the charm, bitnapper!
Also, AoD's avatar scares me. :O
......
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