Clark on 13/5/2009 at 11:38
Looks good! Good luck with the project and keep us updated!
/C
eddy on 17/5/2009 at 18:52
Ok, I've finally put together (a very simple) homepage for Abysmal:
(
http://abysmal.sourceforge.net/)
I also uploaded a few binary snapshots for Windows and Linux. Feel free to try them out ;)
smallfry on 18/5/2009 at 16:07
This is awesome!!! Fantastic job so far! One little thing, the viewing angle seems a little weird (makes the tunnels look longer than they are). Wow keep it up!
eddy on 18/5/2009 at 16:31
Thanks! :-)
You can fiddle with the field of view in the console using "g_fov". The default value is 72, you could try something lower.
Al_B on 18/5/2009 at 18:43
Nicely done - good to see it's getting somewhere. Adding SS1 and UW2 was painless and worked well.
Only thing I noticed in UW2 was some incorrect wall descriptions when looking at them. Not sure if you're using the painters algorithm or similar but it seemed sometimes as if it were picking up the first thing that would be drawn at a location and not the closest wall. (Could be completely off-base about that).
Anyway - keep it up :)
eddy on 18/5/2009 at 19:10
You probably mean picking the wall decorations? I know that there's still a problem with this. The wall decorations in UW are actually drawn on top of the "real" walls.
I'm using OpenGL's built in selection mode to determine which object was clicked. OpenGL directly returns a list of names and the hit distances.
But since the wall decoration is drawn exactly where the wall is, they both produce the same hit distance, so you'll sometimes hit the wall decoration and sometimes just hit the wall under the decoration.
Al_B on 18/5/2009 at 22:41
Yes - the wall decorations are a bit of a nightmare when it comes to z-fighting. However, I think this is something different. Just look at the walls to the left of the starting position - it will say that you're looking items (humans, popcorn etc.) which are in line with the cursor but obscured by the walls. If you move around you can look at the walls and it will report floor textures (e.g. rugs).
eddy on 19/5/2009 at 16:55
Ah ok, I now see what you mean. It interestingly only happens on Windows, not on Linux, that's why I never discovered it :-/
Yellow on 26/5/2009 at 10:28
Very nice looking code. Keep up the good work!
DarkDragon on 27/5/2009 at 14:39
Wow! It's Great so far! Being able to run around Citadel Station is really neat!
Looking forwards to future work on the project! :thumb: