Search found 285 matches

by i-NoD
16 Mar 2019, 20:46
Forum: Development
Topic: ImGui
Replies: 11
Views: 604

Re: ImGui

as far as I can tell, ImGui has the same major problem that Warzone 2100 currently has That's likely correct. ImGui is plugged directly (it bypasses whatever buffers WZ has) into same SDL polling system that WZ has, plus ImGui has no queue of its own AFAICT. Here is the method that accepts events f...
by i-NoD
15 Mar 2019, 10:34
Forum: Development
Topic: ImGui
Replies: 11
Views: 604

Re: ImGui

I have not looked at master at all, but I would expect frontend part to apply more or less cleanly due to completely un-invasive code, it should even work with vulkan, provided that you use proper imgui backend. Please feel free to give it a try, branch was mentioned above. Model rendering, on other...
by i-NoD
13 Mar 2019, 12:24
Forum: Development
Topic: ImGui
Replies: 11
Views: 604

ImGui

Hey everyone! Here is a preview of something I was playing around on for some time: a UI reimplementation using popular ImGui library. This awesome project allows one to convert UI as you go, without doing a full switch, so it's relatively easy to compare old and new versions and debug any issues. H...
by i-NoD
27 Jan 2013, 23:30
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

I can read the code, but I can't read your mind, especially since you did not document anything. What I am asking for is why you decided to change from the way Warzone does it, to the AABB stuff. What are the advantages? That's strange, because AABB and "TSCEN" stuff are actual wz code offloaded (o...
by i-NoD
26 Jan 2013, 00:06
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

So you imported the models into some 3D program before going through WMIT to get the tangents? I am still a bit confused by the MINMAX_TSCEN values. They do not match the values calculated within Warzone at all, so they must mean something different. But what is the difference? And why the differen...
by i-NoD
25 Jan 2013, 23:17
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

Question about the wzm mod - I see that it contains most (all?) of the PIE models converted to WZM, and with tangent values. How are these tangent values calculated? When I tried importing PIE and exporting WZM in WMIT, all my tangent values got out as zeroes and ones. That's correct behavior. Only...
by i-NoD
24 Jan 2013, 01:35
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

There was a special wzm mod with AR stuff for my try-out branch.

Weren't DS polys split in your PIE optimizer tool? Unlikely that they are preserved for WZM. Even if its so, WMIT disables such a "feature" in viewer.

Btw, 200+ saucers gives a good pressure on GFX part :)
by i-NoD
23 Jan 2013, 23:34
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

If you could just document a few of the things you did on WZM, then perhaps that work would not be wasted, and we can get WZM models into the game with just a tiny bit more work. MINMAX_TSCEN - what does it mean, and what does its values mean in relation to the standard iIMDShape minmax values (ie ...
by i-NoD
21 Jan 2013, 23:36
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

As for i-nod's branch... It is interesting, but it seems to need some work before it can be merged, and i-nod as far as I can tell has not expressed any interest in doing this or having it merged. Hi, Well... considering how time-consuming (partly because of no prior knowledge) for me and AR team w...
by i-NoD
08 Sep 2012, 14:42
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195673

Re: Models by MaNGusT (AR)

No idea what the wzm branch does¹, or whether or not it's considered² ready for merging to master, but it seems almost³ trivial to merge current master into it: https://github.com/Cyp/warzone2100/commits/wzm The result compiles, and seems to run⁴. ________________ ¹ Other than by reading this threa...
by i-NoD
22 Mar 2012, 17:20
Forum: 1.x
Topic: Warzone 2100 Redemption
Replies: 20
Views: 17826

Re: Warzone 2100 Redemption

BTW: any suggestions for a cross-platform sound library or networking library? OpenAL seems to be a fine solution for cross-platform sound even for current wz, just "borrow" the code maybe? And last question, need someone to point me to anything that will create, convert, or work with the original ...
by i-NoD
22 Mar 2012, 01:03
Forum: News and announcements
Topic: 3.1 beta7 has been released!
Replies: 75
Views: 36047

Re: 3.1 beta7 has been released!

zany wrote:
cybersphinx wrote:
Per wrote:zany - what the heck is wrong with you?
Read too much Phoronix?
what? O_o
I'm wondering too... Is Larabel whining too much lately or what?
by i-NoD
20 Mar 2012, 15:09
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 239539

Re: Terrain Textures

i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ app...
by i-NoD
19 Mar 2012, 15:46
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 239539

Re: Terrain Textures

If anyone is interested in the difference between 16 triangles and 4, this is something I tested in FlaME, compared with current. Would be nice to see PNGs when comparing :wink: Bumping sub-division count without using same-scale terrain type source gives visually nothing. Do FlaME use "4 x terrain...
by i-NoD
16 Mar 2012, 14:09
Forum: Coding
Topic: Cluster system
Replies: 5
Views: 1271

Re: Cluster system

No one told that one may only use that code in sp, simply put this code just idling when called from mp or skirmish. Here is the entry point for droid: void clustNewDroid(DROID *psDroid) Look into it, the only way for droid to be added is when current apsDroidLists has non-default cluster. Now you h...