N
nope
Guest
Awesome akari! This is great work
It looks accurate enough for me, what's wrong with it? :|
Great hmm I might be able to tweak it some. I suppose putting a fake window port somewhere on the screen might be interesting as well.Not perfectly, but fits. I leave it this way for this release (0.10) And start to work on scrolling.
That would be web miester's job.ps: Someone can add this things to q-gears website to show our progress. =)
pss: 2 einherjar: Show even minor changes in view. This can keep people interest =)
And don't forget to write Changelog![]()
000 001 002 003 004040 041 042 043 044080 081 082 083 0840C0 0C1 0C2 0C3 0C4100 101 102 103 104
I've added a "low-level display-oriented not-editable" mesh data structure that uses aYes... needs to be 30 fps to at least be on par with FF7's field speed.
Speed ups
Abuse FF7 type fade geometry.
Use multiple DLists in sections, then use said DList when that section is viewed.
Add a horizon (IE fake curvature like FF7 used part of fade geometry).
This was/is certainly a way to minimize loading time (CD access actually) and memory usage (PS1...If I remember correct FF7 loaded sections of the map and unloaded sections of the map as one traveled over it.
This kept loading mostly in the background as you moved through the map.
It looks like a file access / path problem. Could you please show the last lines of the log file?When I run it from my working directory - everithing fine, but when I copy it (the whole dir)
somewhere it crushes somewhere during LZS extruction.
Nope it's not file access trouble. It writes LOGGER->Log("Warning: extract failed, this is not lzs!"); many many times. Nothing else. Crushes sometimes during this.It looks like a file access / path problem. Could you please show the last lines of the log file?When I run it from my working directory - everithing fine, but when I copy it (the whole dir)
somewhere it crushes somewhere during LZS extruction.
Does it SEGV or does an assertion fail?
Could you precise the "crashes sometimes": does it always crash when running in a specific directory, and does it never crash when running in another?
This is "normal", considering that the size of the lzs section is not known a priori, so the lzs extractorIt writes LOGGER->Log("Warning: extract failed, this is not lzs!"); many many times. Nothing else.Does it SEGV or does an assertion fail?
Could you precise the "crashes sometimes": does it always crash when running in a specific directory, and does it never crash when running in another?
OK will check this.Crushes sometimes during this.
Actually we do not have a way yet to check if a File was openedYou should also make sure all files get loaded correctly,
(I'm directly accessing the PSX CDs in my CDROM drive)maybe it tries to load a lsz you haven't copied from the psx cd,
== 1 errors in context 2 of 37:== Mismatched free() / delete / delete []== at 0x401CCBC: operator delete(void*) (vg_replace_malloc.c:244)== by 0x808E9C6: MapFile::ReadMap(StdString::CStdStr<char> const&, unsigned, unsigned, unsigned) const (MapFile.cpp:57)
uint8_t cell_data[sizeof_cell];
uint8_t *cell_data = new uint8_t[sizeof_cell]; // ... delete cell_data; // should be `delete [] cell_data'
Yeah, I get the message :wink: As soon as I have a write access (which I just have requested), I describe it in the wiki.If you post description of format on wiki - I could try to solve this.
Done:Yeah, I get the message :wink: As soon as I have a write access (which I just have requested), I describe it in the wiki.
Hmmm... so you want a 2d map with polys colored based on the walkInfo attribute of the triangles?What would be cool is to see a render of the whole worldmap with the walkmesh attibutes coloring the polygons. That may answer some questions over what each does....