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Outrun Revisited |
Thomas Harte
Member #33
April 2000
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Quote:
Nope, track file is found fine, still all black, same error message. It shouldn't be, I have a couple of macros packing and unpacking integer values explicitly in little endian format. It has to be something else. Something clearly isn't properly initialised. I will look into it further. Quote: The tree grows through the asphalt. "Were you stoned, when you coded that?" Yes... ummm, would you accept as an excuse that without level editor support I've just thrown in the tree positions by hand? [My site] [Tetrominoes] |
Dennis
Member #1,090
July 2003
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Quote: It has to be something else. Something clearly isn't properly initialised. I will look into it further.
Maybe the float, that you are reading as a 32 bit integer causes a problem? Or is that a fixed point "float"? Quote: would you accept as an excuse that without level editor support I've just thrown in the tree positions by hand? I accept every excuse, in fact, me being so picky about it, was just a lame introduction to my lame(stolen) pun.;) (This is my 999th post. I will stop posting for several days now, because i want to save my 1000th post for announcing the beta version of my current project, which is not quite done yet.;D) --- 0xDB | @dennisbusch_de --- |
Billybob
Member #3,136
January 2003
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On an off note, none of your images link properly. They're missing a / in http://. That or imageshack doesn't allow linking to the image...which doesn't make sense, since I believe they actually provide the code for linking to it.
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Kitty Cat
Member #2,815
October 2002
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The link properly has the //.. I think ImageShack doesn't like Matthew's go script referrer thing. -- |
Thomas Harte
Member #33
April 2000
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Quote: The link properly has the //.. I think ImageShack doesn't like Matthew's go script referrer thing. This is accurate. Allegro.cc is corrupting the links. Quote:
Maybe the float, that you are reading as a 32 bit integer causes a problem? Or is that a fixed point "float"? I have found it! It's an unitialised value related to the internal system of "track co-ordinates" (which function to map things to the road so that depth is in arc length, height is height above the track, etc) and a simple one line fix. Those that don't want to redownload, just add "OffsetAdjustment = 0" to Segment::Segment at the top of Segment.cpp (e.g. on line 10). Otherwise grab the attachment to this post. Besides that small fix, I've done pretty much nothing since yesterday! [My site] [Tetrominoes] |
Dennis
Member #1,090
July 2003
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Is the project dead already? --- 0xDB | @dennisbusch_de --- |
kronoman
Member #2,911
November 2002
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I have been following this thread since it started. |
Thomas Harte
Member #33
April 2000
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Quote: Is the project dead already? No, I was working on the editor just last night. It remains an ugly, hacky mess, but at least it will pretty much do the job once the object placing works properly. I've also fixed up the engine code to be properly resolution independent (which it wasn't quite due to some hard coded 320s). I have to admit though, I thought the thread was. [My site] [Tetrominoes] |
ngiacomelli
Member #5,114
October 2004
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I hope you continue this! I was also interested in your Raycaster entry. So please, finish this one
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Thomas Harte
Member #33
April 2000
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Quote: I hope you continue this! I was also interested in your Raycaster entry. So please, finish this one No doubt the breaking point will be art, because it usually is. Luckily this sort of game has limited art/code dependency - I can quite happily progress placing blue blobs and racing against grey rectangles until I can (hopefully) find an artist. So I will! In the meantime, I've attached my "super hack" level editor, with object placing overwhelmingly removed since my approach was fundamentally flawed. These are the mistakes you make when you're trying to do a full frontal hacktastic assault on a problem! It probably won't work, but if it does then the keys are: Q/A - rotate 3d view To quit, use your OS's quit mechanism (i.e. the window close box). Obviously I assume nobody here lives in prehistoric DOS land. There is no file loading/saving in the normal sense. Track editing is continuous over editor sessions and every time you quit a new track.dat will be written. The file format is super-suboptimal and will be revised. Ditto the way the elevation curves are made discrete. It all goes very slowly because everything is so hackish. Expect your CPU to be doing copious unnecessary square roots, etc. Obviously the real engine uses no square roots at run time. You'll notice that everything except main.cpp is duplicated from the real game project, albeit some of it has seen minor modifications since I last presented a version. [My site] [Tetrominoes] |
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