An apology -- I'm sorry this is going so SLOOOOWWWWLY. All these changes are very complex and replace a lot of code. It's the right thing to do for the future, but makes this version a very long haul.
Eventually, there will be a "hump" that we get over and everything will speed up, until then, you guys will have to put up with the pace
[>] Brian
Don't worry Brian, we know it's a lot for one man to deal with.

I'm fine with it anyway, because all I'm doing these days is making models and textures. :D
Ok. Thanks Brian. (Not trying to push you, but it gets tiring for me to hear one of the other guys complain about the textures looking ugly. :D)
adobemedia Wrote:Ok. Thanks Brian. (Not trying to push you, but it gets tiring for me to hear one of the other guys complain about the textures looking ugly. :D)
Is this happening to all your PC users? I've run it on a PC and the textures seem filtered properly. Is it not working, or grayed out in the setting?
[>] Brian
ggadwa Wrote:adobemedia Wrote:Ok. Thanks Brian. (Not trying to push you, but it gets tiring for me to hear one of the other guys complain about the textures looking ugly. :D)
Is this happening to all your PC users? I've run it on a PC and the textures seem filtered properly. Is it not working, or grayed out in the setting?
[>] Brian
It varies, but for most of my PC guys AA and filtering make the engine crash (usually as soon as they click "OK" in settings).
Editor Test #2
Same address as before:
http://homepage.mac.com/ggadwa/Misc/EditorTest.zip
Should run on PPC macs now (sorry). Doesn't save (it's turned off), no optimizations, but just to make sure everybody's maps come in right. I've fixed the problem on the couple maps that people sent me.
You'll notice some new things; I added "make a polygon", though it's not very useful right now as you can't add/subtract the vertexes. I have a "obscure" tester in there, it's very much a prototype and I'm not sure if that's the way I'll go (yet.) You can set some options when bringing in height maps, some bug fixes, nodes have flags on them, and liquids now have "depth".
[>] Brian
ggadwa Wrote:nodes have flags on them, and liquids now have "depth".
What do those two do/change?
Downloading now.
Gonna test it later.
Bink Wrote:ggadwa Wrote:nodes have flags on them, and liquids now have "depth".
What do those two do/change?
Downloading now.
Gonna test it later.
The Depth for liquids seems to allow the ability to limit how far down liquids extend.
Bink Wrote:ggadwa Wrote:nodes have flags on them, and liquids now have "depth".
What do those two do/change?
Downloading now.
Gonna test it later.
Depth (as somebody beat me to it) limits the depth of the liquid, so there's a place you can swim below where you will drop out of the liquid. Some people built maps with tunnels below liquid, and the infinite depth was a problem. You can probably use this for crazy maps
The nodes flags -- nothing right now. There will be APIs to read them. They are meant as "hints", so when I make better AI scripts I can use them to make deathmatch decisions.
For instance, if a guy spawns, if there's nobody in site, his first decision might be to seek out a better weapon then armor if nobody is around. Or find health, or cover, etc. It'll just allow the map maker to pass hints onto the script.
[>] Brian
Where's the "Replace Mesh" button? I REALLY loved that feature.