gooseegg-development Mailing List for GooseEgg: 3D Modeler
Status: Beta
Brought to you by:
mongoose
You can subscribe to this list here.
| 2000 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(6) |
Jul
(9) |
Aug
(8) |
Sep
(3) |
Oct
(2) |
Nov
|
Dec
(2) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2001 |
Jan
(1) |
Feb
(2) |
Mar
|
Apr
(1) |
May
(2) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
| 2002 |
Jan
(9) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|
From: Terry 'M. H. II <st...@we...> - 2002-01-25 02:06:03
|
On Thu, 2002-01-24 at 17:32, Erik Steffl wrote: > > but if you only have one gr engine? maybe what I think of Tombraider > is not the same as what you mean by Tombraider (the class). I am going > to look at the RE info and also a slightly deeper look at openraider > objects (and maybe freya) so I can say something that makes more > sense... right now I am like a blind man in the labyrinth:-)) Email me some UML and we'll see. I don't want a game engine just for TR or certian versions of TR, so I'm not going to use TR data directly in any case. In my view the class is merely a way to get content from the TR paks, and possibly edit it. A good break would likely be (TR1 and UB), (TR2 and TR3), (TR4), and (TR5). You may see why once you look at the code. There are mistakes in the code that 'works' also. The animation frames don't work properly with all TR versions, esp the later ones. It should be listed in BUGS with possibly more detail somewhere. The other TR class in frejya_egg is currently newer than the one in OR. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-08 19:16:32
|
On Mon, 2002-01-07 at 03:36, Erik Steffl wrote: > > the longer wav files are not played, as Music or as data/sample.wav > (there are no errors during loading or playing of the longer wav files, > I just don't hear them). > > I used the data/sample.wav in Music[0] - it does not work. It's so short looping it wouldn't be a good idea. There was an old OpenAL bug that showed that. It might have a guard for it. =) I've talked to an author of OpenAL and I will be making some changes soon. I now know a little more about how and why it acts based on sample rate, which causes memory issues on low end machines. > other files smaller than 20kB work, files bigger than that do not work > (not sure what's the exact limit) -r-xr-xr-x 1 mongoose mongoose 5.8M Jun 4 2001 /home/mongoose/projects/Data/models/tombraider/tr4/039_TR4_Title_Q10.wav I play music files up to 10MB, but I have to close some apps, since I run on a 128MB box. You see the sample rate can cause them to ballon to 2x or 4x diskfile size in memory. See TODO about my plans. =) > yes, and the first one works (_sound.Play(id)), the second one does > not (_sound.Play(_test_snd)) even though their respective _sound.Add do > not signal any errors (in the meantime I even added some more of the > alGetError calls) Send a patch for that and I'll add them, and if you wish to work on the project you might need CVS access to commit directly later. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-05 00:11:33
|
On Fri, 2002-01-04 at 17:55, Erik Steffl wrote: > > ok, so it's doing exactly what it's supposed to do. the "doesn't > sound good" refered to my suspicion about the sound being played over > and over, the actual sound is OK. cool > what do you mean by 'data/sample'? I tried to specify another sound as > Music[1] but it didn't play when I pressed 'r'. Oh, that -- ./data/sample.wav is the test FX filename. Music matches up to Maps 0:0, 1:1, ... Well, now that I got the ortho rendering pass working I can start on a in game console and hence start on physics. This way you can debug physics from inside the game. I hope to have the console up sat night, but I seem to be stuck in bug fixes right now. =) cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-04 13:31:52
|
On Fri, 2002-01-04 at 06:17, Erik Steffl wrote: > > it runs fine but it doesn't want to quit, when I hit escape it freezes > the window manager (I guess it grabs X or something like that, not even > ctrl-alt-f1 works, mouse cursor moves OK but doesn't change, ALL > graphics is frozen), I have to go kill -9 it from different computer (it > dies and everything's fine), it also says segfault... (only when I hit > escape, otherwise it runs fine) Do a 'make clean' before rebuilding from newer CVS. You'll notice I change a lot of subtle things in headers in this alpha source tree, and that can cause unexplainable errors. If you still have the problem: make debug gdb ./bin/debug/OpenRaider (gdb) run If it crashes: (gdb) where ...and email me that. =) > not sure if it happens on your system, but on mine it slows down when > Lara touches ground (from 60+ FPS to 30- FPS). I haven't implmented a true vising yet, so it won't be consistant when you start drawing more models, rooms, and etc. Worst case is drawing 3 rooms per level of say a building. eg If you look at a huge building with portals for windows ( ew, it's a bad level for one thing ), then you could be drawing up to 3 rooms per 'floor'. In TombRaider you can only be in 1 room at a time, but I don't think you should be able to 'see' more than 3. That's why they use those 'map planes' and mini sky meshes to obscure rooms that would be visible. If they drew all truely visible rooms it would have slow downs. > why there are no keys to turn camera horizontally? mouse doesn't work > that well because it can turn camera only a little bit (then it's out of > the window). I added left/right camera rotation but of course it's > always overwritten by your latest code, not that it's big deal but since > it's so easy to fix I'd appreciate if you'd add that functionality (I'd > send a patch but it's so simple that I don't think it makes sense). You can adjust your mouse sensitivity for quicker turning. The reason their are no kb turns right now is b/c lara 'flys' in a noclip mode. So only the mouse let's you move in XYZ and see where you're going. I'll look into adding a kb turn option in config file. > the snow looks nice! (that's the demo of new particle engine, right?) Thanks, I'm about to finish my particle editor to avoid doing anymore hardcoded into the engine. > do you have any ideas how to implement gameplay? I mean the enemies AI > and camera movement? not that AI is very good but it should be fairly > similar to original game, IMO (otherwise the balance between what Lara > can do and what enemies can do can be lost - it can be fairly hard to > fine tune it to the point when the game is enjoyable). that's the stuff > that cannot be reverse engineered from game data, I guess (I don't know > how complicated/good the scripting is but I guess it's not good enough > to implement all tha AI) That's normally info in the DAT files, and RE on them is coming slowly for some versions of TR. I think some are about totally REed. The first gameplay will likely be multiplayer ala quake, since it's easy to write. Personally, I'll worry about gameplay when I get there. =) cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-04 13:16:38
|
On Fri, 2002-01-04 at 05:59, Erik Steffl wrote: > > well, doesn't sound too good even though I am not sure what it's > supposed to do. I have put two sounds in config (just random short wav > files), enabled openAL and now when I run OpenRaider the first sound is > played over and over, there are two additional thread (OpenRaider > appears 3 times in ps ax, it used to appear once). > > pressing 'r' makes no difference, the same sound is playing all the > time... The 'first sound' is the level music, so that's why it loops. TR4 used WAV files for level/abmient music. =) Pressing 'r' plays 'data/sample', if it loaded. If it's not playing well, then try a newer OpenAL CVS. I use OpenAL b/c it makes 3d audio as easy as OpenGL, and I never had problems with stable builds of it since the 'Soilder of Fortune knife loop' bug was fixed. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-03 17:47:07
|
I fixed load screen for UP and some other neat things. Please test and send comments. I just commited it. Read ChangeLog for details. Hope you like the particle engine. =) cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-03 14:29:43
|
On Thu, 2002-01-03 at 05:23, Erik Steffl wrote: > > it's pretty incredible! I saw lara running (in place) and some vaguely > familiar scenery was around (unwater.tr2), including yellow submarine. I > can already tell that 2002 was worth the wqait!!! Yes, TR1-3 models are fairly well supported... TR4 player models have a few problems and some map issues... TR5 maps and models aren't implmented fully. That's what happens when you RE all your specs. =) If you see any up to date info on the web, then please send it my way. I haven't kept up with other's efforts, since starting the robotics project I just finished. > with the config file unchanged (it didn't find any data files, of > course) it segfaulted and I had to restart X, I changed the fulscreen to > false and all is good (so far). Hhhmm... is sound working for you fine? My new code may break sound, so you may want to backup your current tree if I commit it. > performance: > > 100.000 FPS, sample 100 > 66.667 FPS, sample 200 > 75.000 FPS, sample 300 > 66.667 FPS, sample 400 > 62.500 FPS, sample 500 > <repeated many times, roughly same> > > running in window, voodoo III, X 4.x, pentium 1 GHz The FPS counter is mostly guaging model aniamtion and room rendering atm -- I need to update the vising, so it can run faster and more consistantly. > MapDir=/mnt/cdrom/Data > AudioDir=/mnt/cdrom/audio > > what are these for? all the Map and Music statements below have full > path, is that default used when relative path is given in Map or Music > statement? Future use -- right now OR makes a list of Map and Music and just loads the first Map and Music files it has for now. This is alpha code. =) > Script=/mnt/disk0/projects/Data/models/tombraider/tr3/tombPC.dat > > what is this? I've found few *.dat files but none of them looked like > script (on TR2) Future use -- script files hold gameplay data, some versions of TR have them inside paks. > how many Map statements you can have? How much RAM do you have? It's a dynamicly sized list, so it can hold 'a lot'. > Music[0]=/mnt/disk0/projects/Data/models/tombraider/tr4/039_TR4_Title_Q10.wav > > where are these from? how many Music statements you can have? They're WAVs from the game CD, some TR's have them embedded in paks. You can use any WAV file for the music. Uses my same List index class as Map, so 'a lot'. Maps and Music are only loaded per level. Once I get the menu working, I'll let the user pick by a scroll or console or maybe even a level 'picture book' ala quake3. > is there any way to be automatically notified when you check in new > code? Yes, there is an option on SourceForge -- you have to be logged in to turn it on... I can't seem to connect to the exact page. I think it's under releases section. From the main page click 'Project' to get to the SourceForge page. It should be under 'releases' there. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-03 03:32:07
|
On Wed, 2002-01-02 at 19:51, Erik Steffl wrote: > > ... > src/Sound.cpp:24: AL/alkludge.h: No such file or directory > ... It's fine to just remove that line. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2002-01-02 21:09:04
|
On Wed, 2002-01-02 at 04:08, Erik Steffl wrote: > > just tried it: > > Particle.h is missing (used by Emitter.h), I guess Particle.cpp should > be there as well (according to Makefile), I checked the Makefile, it > looks like that's all that's missing. Doh! I had it so stable too... well, I'm going to resync using my newer untested code then. Thanks for reporting the error. I also commited some new data files, so it should work fine as far as I know -- as you can tell I haven't been syncing CVS with my untested code I have here. =) I'm going to checkout the module and test it and make sure it's all there this time. The ChangeLog should read like this at the top: OpenRaider (0.0.3-20020102) Mongoose <mon...@us...> * Texture caching while reading from diskfile in callback * New load screen percentage feedback via callback * Fix for Tombraider multiple Clear() bug * New load ordering, might break some things * More work on GLString use in OR OpenRaider (0.0.3-20020101) Mongoose <mon...@us...> * Speed set on Camera * Played with some refactoring in OpenRaider class and thread hacks for external texture use * New texture loading to make external textures id independent of TR texture id at load time * Changed 'load screen' layout and particle setup * Removed dependence of Emitter on Texture agent - calls GL texture bind directly now * Particle partial resync with freyja_particle tree * Emitter partial resync with freyja_particle tree * Render minor reduction/refactoring, breaking up some code * New GL font system for OpenRaider ( GLString ) OpenRaider (0.0.3-20011231-2) Mongoose <mon...@us...> * GlGetString use 'correct' fix * Music list reimplemented for CVS * Emitter commited to CVS ( oopsie ) * Changlog reformated OpenRaider (0.0.3-20011231) Mongoose <mon...@us...> * New Changlog format * Minor GL string use 'temp fix' in Render * ModelDebug option to RC to disable model load debugging * TODO update cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. II <st...@we...> - 2001-11-16 04:34:23
|
As you may have noticed development on Freyja and GooseEgg have started back up as I found more free time. GooseEgg has been resynced with my local tree, and should now build perfectly once agian. I also updated some 'plugins' for GooseEgg using source from Freyja. As you know GooseEgg doesn't have a real plugin system like Freyja, so these backports didn't add the Freyja plugin system itself. If you'd like to see GooseEgg have the image and model plugin system backported, then request it. I didn't know the sourceforge cvs tree was damaged until I got an email telling me it didn't build and files were missing. =) Freyja is skipping 0.2.x asap and moving to 0.3.x with scriptable gtk+ wigdets and Egg v9.00 backend. A lot of this is happening outside the sourceforge cvs tree. I'm moving Egg v9.00 into a class based system with possible iterators. It should also keep the exact interface to EggPlugin, or at least be backwards compatible to use all the plugins I've done so far. Freyja 0.2.x will never be a 'finished' project now and it's for the best. I will bump the version number on completeness as I go. When I hit 0.4.x it will have all the features of past gegg and freyja builds plus finished editors for material, shaders, and particles. The reason Freyja lagged was due to the horrible Egg v8.xx backend, which may have been more abstract was slow and clumsy. With Egg 9.xx series I plan to build on the good points of past series and shift focus on being a modeling backend and not just a generic format. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | OpenRaider http://openraider.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <st...@we...> - 2001-05-18 06:47:40
|
I have commited the 0.2.0 preview to CVS with the new backend. I still haven't commited any GNOME test GUIs or the gtk 3d widgets. I'm still using mtk to test the new backend and model plugin code. I don't think it's wise to mix untested backend with an untested frontend. Once I pull the renderer into it's own lib, then I'll start posting the various frontends like GNOME. That way I'll have 'drop in' support and I can test with both without problems. I'm also looking into putting the old 4 view GLX code, and see what I want from mtk_gl to go into GNOME. The current dl plugins for libfreyja_egg engine are: eggv7, mdl, md2, md3, tombraider, halflife, ase, and 3ds I'm moving so quickly now that I dropped windows, that I've even got the new backend using a simple dynamic skeletal animation format already. The format supports two types: Skeleton for frame editing and Mesh Tree animation. I hope to finally start adding more advanced functions that have been on the TODO this summer: CSG, shaders, and advanced skeletal aniamtion ( ie enviromental force feedback on actors ). You never know how much time you'll get for your hobby code, but this summer might see the project move into the mainstream end user domain. maybe ;) cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <st...@we...> - 2001-05-08 03:54:20
|
I have back ported some of my work on the gnome imaging libs to mtk, so it's much more stable. After a year in develop during my free hobbie time ( ans soul calibur games ), I'm proud to anounce that the frist bits of code for the GNOME version of freyja have started... The GNOME version will support bonobo and some parts of mtk will be ported over into a new support library. The functionality of Freyja will initally be rolled into the GNOME release, but will go back to the original multi window views and control panels. I plan to support DRI with the new multicontext glx code this time. The windows port will effectively halt, so I can finally be free of the shackles of supporting a nonUNIX platform. Even OS X has GNU and a UNIX kernel now. I have included my draft image modules if you wish to play with them, which aren't compiled in by default to allow windows compatiblity. However, in the future all plug-ins including models will use dlopen(). The python testing proved impossible; so I'm sorry I have to drop windows from the supported platform list by release 0.2.0. If you have comments on the move to GNOME, please voice them. Thanks to everyone for supporting the project. cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <dar...@mi...> - 2001-04-21 08:24:11
|
As far as I can tell the Freyja module is now synced at least well enough with my local codebase to build. Freyja 0.1.7 has the new EggV8 backend and other features, but it's still very far from usable. However, the 0.1.7 codebase has a EggV7 compatibilty layer for comparision that should be as stable ( aside from the new control/rendering issues in 0.1.7 ) as 0.1.4. RAODMAP for 0.1.7: + Possible abstraction to allow diff controls/views by libs + EggV8 will be revised to seperate vertex morphing from skel + New rendering abstraction RenderList will be in final release + Plugins will *not be in python, they wil be TCP/IP based cheers, Terry -- --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Death is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2001-02-03 06:04:10
|
I found out there seem to be quite a few german users out there. I didn't intend for it, but GooseEgg can be localized as easliy as editing the freyja.mtk file. I didn't intend it but it's a great feature. =) Please submit your localized freyja.mtk files to me via the list or my email address. I'd like to put these in CVS, and share these with non-english users. Please include your name as the author in the comments. =) cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2001-02-02 06:25:01
|
On Tue, 30 Jan 2001 mai...@ha... wrote: >I installed from CVS today, and I can't seem to figure out how to compile under >Win32. I see that there's a MSVC directory with some projects, but when I open them >all of the file references seem to be from one level up. When I move the project up >one level, it seems to be referencing a very different file layout than is actually >in the directories. Is the MSVC project not being maintained? No, I'm no longer actively maintaining the MSVC++ project files. I see it as a waste of time, since I'd waste hours in windows that could be used on features. The directory layout is the same, however the source tree has changed. Also the MSVC++ project files don't account for the mtk_gl library that I now maintain seperate fromt the project. Please read the FAQ it should clear up the dependences. I might update the project files over the weekend for you, since it's confusing to have a rigid build and source directory structure to win32 developers I'm sure. >I briefly tried from CygWin, but I didn't have some necessary dependencies and > put it aside. Will it compile under Cygwin? I've only tested under linux gcc 2.95.x, since 0.1.2 or so... I think all the code that's OS spefic like the directory and timing is ported and sectioned off already, so it should only need minor changes to compile in MSVC++. NOTE: I helped port dirent to win32. I don't use win32 control sturtures for directories, since I've got wrappers/ported code. The timers are just disabled for now. >Also, I looked around for documentation for the .egg file format but couldn't find >anything. You don't want any for the current CVS. I've started the true 0.1.5 branch with EggV8, and it's radically different from the old, stable, yet horrible EggV7. ;) I have the EggV8 spec posted in tarballs, and I've attached it here. However, don't expect to see it in CVS for a few weeks - I've just merged *3 ( yes, 3 ) of my local source branches. The next CVS update I do will have various fixes for EggV7 and also contain the EggV8 backend in the same code. If you are very eager to see my current local source, then I can post it as a tarball on the site. Thanks for your input. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: <mai...@ha...> - 2001-01-30 23:50:52
|
Hello, I installed from CVS today, and I can't seem to figure out how to compile under Win32. I see that there's a MSVC directory with some projects, but when I open them all of the file references seem to be from one level up. When I move the project up one level, it seems to be referencing a very different file layout than is actually in the directories. Is the MSVC project not being maintained? I briefly tried from CygWin, but I didn't have some necessary dependencies and put it aside. Will it compile under Cygwin? Also, I looked around for documentation for the .egg file format but couldn't find anything. John |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-12-21 22:48:13
|
SourceForge is broken, the accounce list has been reset - so I figured I'd email everyone and let them know a new version has been released. This is the first stable release in a while. =) cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-12-20 14:08:59
|
There's a new GooseEgg in CVS now. It has some new widgets including a usable filedialog. Seeing how SF was down and thanks to debian-x I've just got mesa back ( albeit sw rendering ). This is the first big update in a while. Now that the GUI is more usable I'm going to try and work on exporting to the various formats. Send any thoughts. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-10-29 03:35:21
|
I just finished Freyja 0.1.0pre3 and backported it to the GooseEgg CVS module. Please test the feature set and help me get the bugs worked out. Some of the notable improvements are scriptable docks, md3 world export, and editing at any window size. I'm shooting for beta 1 by next week sometime. EggV8 is being worked on atm. V8 will replace V7 as the backend, and will allow translation of any 3d format mush easier. (translation is the hardest part of the model format support) I'll have HL support working when V8 is out as well. V8 will also support shaders. If anyone has requests not in the TODO, ask now. Once V8 is out it'll be the backend for sometime. As for V9 here's the current plan: I've got clearance to use GHOUL headers in this project, but I'll make you get them from the SDK to ensure you're supposed to have them. GHOUL is on the back burner atm, since I'm considering leap-frogging ravensoft's tech with kinematic models. So I'll try and unite my AI and 3d research. =) As you know the plan changes with the new game engines that come out. I have NOB on the TODO list, and may support 3DS using the lib3ds project's library. I'm very interested in being the milkshape of linux - so send comments. ;) cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-10-03 05:10:45
|
Ah! I fixed most of the rendering issues in Freyja's 3d accel and win32. Please tell me if you see more bugs in the CVS. Thank you. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-09-30 06:42:17
|
I wasn't aware of it, but the commited files on SourceForge were no longer in sync with my local mirror of the code. Sorry about that. The code should now build, now all the files are commited. =) cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@us...> - 2000-09-24 15:39:52
|
Freyja is now in alpha, and I have until Oct 18 to get to final alpha.
I'm thinking I was crazy to do all this for 75% of my CS4984 grade.
There's a real screenshot on the gegg web site, showing the new working
filedialog and a functioness sliding tab and corner. The two
funcutionless wigdets were for projection matrix testing. I also added
PPM6 screenshot for fun, heh. Actually, I wrote the export to avoid
taking screenshots with gimp, xv or whatever is on the nt box.
I'm thinking of backporting some of the freyja features to CVS gegg, but
only if requesed. The major things are new mouse code, new rendering sub
routines, and the bbox code that I would think would be good to backport.
I'm going to pull Texture apart as soon as I can, so I can use the imaging
power in it for other things. If anyone wants more support for X image
format tell me now. Current support {PPM6, PPM ASCII, PCX, TGA24bpp uc,
TGA32bpp uc, JPEG} I think I'll add PNG and stop there. BMP isn't
worthwhile IMHO.
If you want feature X tell me now, the final design documents are
required to be in Monday and revised by Wednesday. I can't wait for more
submissions.
cheers,
Terry
---------------------------------------------------
| GooseEgg http://gooseegg.sourceforge.net |
| QuakeForge http://www.quakeforge.net |
| Personal http://www.westga.edu/~stu7440 |
| |
| Dream is running Debian GNU/Linux |
---------------------------------------------------
|
|
From: Terry 'M. H. I. <mon...@us...> - 2000-09-15 05:59:54
|
Sssshhh... the freyja preview is now in CVS. Of course it's not got all of it's features as yet, but it's there for you to poke around with. Note the doc/ directory, there you'll find mockup guis based on mtk and Freyja preview screenshots. These 'screenshots' are mockups made from 2 seperate engines - don't build it thinking it exists yet. Also read the Scope, ChangeLog, and TODO to see where I'm going. This is my senior project, so please hit me with and comments you have. Yes, I will adding code to support quake, tombraider, and unreal series maps. Also I've been green lighted to add the Soldier of Fortune support using the Raven headers. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@ms...> - 2000-08-30 04:50:04
|
GooseEgg now runs on the newer DRI on G200s, with the new X 4.0.1 MGA driver and 2.4.0test6 kernel. It seems DRI fixed the multi context bugs they had. This was a quick test, so if you run -DEXPERIMENTAL code or get a segfault in the normal code ( please email segfaults ) be warned - I don't think DRI likes GL apps to segfault still. As some of you may have noticed, gegg development has grinded to a halt. However, there is a reason for this you'll all like. I've been granted permission to make a modeler for my senior project. I'm taking gegg as a *prototype, and doing a full redesign and pulling parts from gegg in a 'tracer bullet' design approach. I can't say if the distributed module will make it into final cut for this project, but I can say that it *will be added when I get time. I will be releasing the new project here on CVS, so I'll anouncce it when I do. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |
|
From: Terry 'M. H. I. <mon...@ms...> - 2000-08-18 23:42:38
|
On Fri, 18 Aug 2000, Michael Mol wrote: >Openquartz is in a good position to use a stable, practical version of >your software right now... Feel free to try out the latest CVS, several minor fixes and new editing methods were just added. Please send in feature requests and bug reports - or I just add what *I like, reguardless if most ppl can't use it. cheers, Terry --------------------------------------------------- | GooseEgg http://gooseegg.sourceforge.net | | QuakeForge http://www.quakeforge.net | | Personal http://www.westga.edu/~stu7440 | | | | Dream is running Debian GNU/Linux | --------------------------------------------------- |