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Messages - Zorro

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46

Technical Support / Re: Launcher(s) todo list.

« on: January 17, 2007, 10:32:13 »
some filter (In the GIMP/PS definition of 'filter') could probably be applied to the text as it is rendered to make it look doomy.

True-type is probably the way to go if you want to have scalable text where it is not too small at uber-high-res, and yet not too huge when scaling is enabled.  It could be used for the score-board as well. :)

I don't necessarily mean *the actual ttf format,* as there are patent issues (does anyone care?), however equal technology should suffice.
47

General Discussion / Re: "Advanced Rendering"

« on: January 16, 2007, 14:50:48 »
The ability to run on any operating system under the sun is probably the greatest feature in Odamex.  I would rather have a portable port (FINALLY) then an opensource port, but the fact that Odamex is both, is quite uber.

Direct3D is far overrated aswell. I have heard bitching and moaning from coders who have used the API, and I, also as a consumer, frown whenever I come across a program that uses it because that means I need to boot windows to use it as opposed to gentoo.  Whatever D3D is capable of, OpenGL and a little effort can do aswell.  Take a look at the visuals in sauerbraten, for example.

OpenGL is a standard, D3D is a proprietary, unportable library created by microsoft to "jump aout infront of OpenGL". OpenGl was already around when D3D emerged in windows95, but microsoft did not want to introduce it into the game development market. Once D3D exsisted on windows, microsoft spread propaganda about OpenGL not being good or fast enough for games, being better for CAD and engneering, and pushed it off to the side.  I dont know, but architects and animators dont like waiting all day for their renders to complete either.

I always question every new "microsoft innovation."  Many times, the technology already exists in a more, possibly unpolished, but open and free form, and then it comes from microsoft as a way to garentee that you need to feed their pockets before you can use other people's software.

Quote
I'm not sure if this affects accelerated rendering or not, however.

SDL 2.0 supposedly is going to be fully based on OpenGL.  :)
48

Technical Support / Re: ZDoom Support?

« on: January 15, 2007, 22:35:01 »
I want to try to reimplement some zdoom stuff, and perhaps some others may want to help, so it isn't out of the question, it just wont be there immediately.  It has to be done in a clean and inconspicuous way.  For example, you dont want to add code from hexen, and to avoid suspission (and an additional audit), you cant even use it as a resource.
49

Devoblog / Re: Code has been audited

« on: January 15, 2007, 11:57:43 »
Great news.

great might be an understatement for those of us playing on non-microsoft operating systems, but if it turns out that it is not, anyone in the world can do their part to make it better.  That is why opensource wins. :)
50

General Discussion / Re: Bored at work...

« on: January 09, 2007, 06:46:21 »
great going

i bet this is going to be leaked by your boss now

I can only hope so..... or for a release to come out soon. :)
51

General Discussion / Re: Fascinating

« on: December 29, 2006, 21:37:39 »
you're in luck. odamex isn't a dictatorship

Ofcourse not, its a socialist republic.
52

General Discussion / Re: Odamex information?

« on: December 08, 2006, 18:44:10 »
Nothing wrong with a little friendly competition. :)
53

Technical Support / Re: MS-DOS!!

« on: December 08, 2006, 18:37:25 »
DOS is garbage, if you end up depending on DOS you are screwed. :P

Odamex will not work on DOS because the operating system doesnt support threading, there is no SDL port, and it's ancient useless technology. :P
54

Developer's Corner / Re: Game-affecting variables

« on: December 05, 2006, 17:02:19 »
I wish I could type
55

Developer's Corner / Re: Game-affecting variables

« on: December 04, 2006, 16:45:02 »
actually, DMFLAGS makes passing around the settings of a gae alot easier.  Perhaps there could be console constants such as DMF_CTF predefined?  just thoughts
56

Developer's Corner / Re: Game-affecting variables

« on: December 04, 2006, 15:55:19 »
Aww, I loved using an external setting editor to produce an archaic number which controls the most important functions of the game :'(
57

Developer's Corner / Re: Game-affecting variables

« on: December 04, 2006, 15:08:56 »
we just need to make sure DMFLAGS is a 128 bit variable :P
58

Developer's Corner / Re: Game-affecting variables

« on: November 24, 2006, 07:34:50 »
It could, but I guess that works, since wads can be loaded and unloaded at any time, unlike with zdaemon.  Still, some form of lms would be nice (as am alternitive to the way it is done in zdaemon currently, placing spawns in a seperate room and making the players go through one-time teleporters.  This is something that cant be changed in dehacked.

(my thinking with sv_damage was something that works in the same way sv_teamdamage might, where it could be set to 0 (in coop for example.. er I guess teamdamage covers that))
59

Developer's Corner / Game-affecting variables

« on: November 21, 2006, 15:22:32 »
Not requiring the definition of a new game type, certain variables could be introduced to extend the flexability of existing game modes.  For example, in addition to sv_fraglimit (whatever the equivelent variable is named) there could be a sv_lives variable which dictates how many times a player can die in a round.  This would allow for games of LMS and CaptureStrike (LMS CTF) to be created without the need for any special wads.

Additional variables could include:
sv_damage (affects the damage dealt by shots, can be used in a similar way to the difficulty mode, but can be set to above 1 for extra damage)

why don't some of you other people think of a few ;)
60

Technical Support / Re: wx based GetWad replacement

« on: November 20, 2006, 22:53:42 »
Tomorrow I'll finally be able to code again.  I'll look into it then :P (woah, tomorrow is only 7 minutes away)

EDIT: 6
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