RavynousHunter on 1/10/2006 at 19:09
ive been learning a lot about C++ in the past 2 1/2 weeks since i got Sams Teach Yourself C++ In 21 Days, and figgered i might be able to help somewhat. im not a pro, but i do understand a lot now.
Volca on 2/10/2006 at 11:41
Wow, I didn't realise a discussion is happening here. Luck I browsed in randomly.
Thanks for the replies!
The washed out textures seem to be caused by some implicit gamma correction the ogre/devil is doing when loading textures. The level display works perfectly otherwise, with two minor problems of missing underwater effect (dunno how to do this) and Displacement of the lightmaps (still few are a bit moved away from the place they should be).
The good thing is people could start writing pixel shaders and other advanced stuff right now.
I'm currently thinking up an universal make system (autotools are painful under windows), and hope to do 0.1.9 release soon. After this, the core services will get designed/made. Telliamed posted a very nice list of the core services that we'll needed to code. I hope to start with those soon.
We'll welcome anyone who is willing to help!
Mortal Monkey on 4/10/2006 at 22:02
Ooh, pixel shaders! I want the lowdown on that one.
Erluk on 7/10/2006 at 00:50
Quote Posted by Volca
I'm currently thinking up an universal make system (autotools are painful under windows)
You might want to check out (
http://www.scons.org/) SCons or, alternatively, (
http://www.crystalspace3d.org) Crystal Space's build system, which provides automatic Visual Studio project file generation.
Volca on 7/10/2006 at 07:55
@Erluk: Thanks for info! I'm currently succesfull with cmake (Linux/VC builds already), I'll be trying to make mingw/msys targets to work too. There also is Jam, which looks good. I hope to stick with the cmake as it looks promissing (if it will supply the needed platform independance).
The face lifting will be a "fruits" part of the project. I was thinking about map export to some 3d editor, so people could edit the generated maps, adding details. Those would be an override for the internal map if found. Also dynamic shadows/global world dynamic illumination could be a nice thing. This is only a dream in this part of the project (But ogre3d enables one to do it quite easily).
RavynousHunter on 7/10/2006 at 14:47
one thing about the editor. instead of making an entierly new editor, why not just dismantle DromEd, and make a sort of upgrade package for it? also, what sort of reverse engineering stuff are you guys using? ive always wanted to peek into the guts games like Thief. :rolleyes:
sparhawk on 7/10/2006 at 16:33
What kind of reverse engineering? Data structures or code? Anyway, the best reverse engineering tool is IDA Pro (
http://www.datarescue.com/)
As for reversing dromed. Reversing is quite a lot of work, and in many cases it is safer and easier to just wriote an app from scratch instead of reversing it.
RavynousHunter on 7/10/2006 at 18:10
Quote Posted by sparhawk
What kind of reverse engineering? Data structures or code? Anyway, the best reverse engineering tool is IDA Pro (
http://www.datarescue.com/)
As for reversing dromed. Reversing is quite a lot of work, and in many cases it is safer and easier to just wriote an app from scratch instead of reversing it.
well, i kinda meant a free rev-engenieering prog, i dont have any money for that kinda stuff.
i know its safer and easier to write it from scratch, i was mainly suggesting it so you could disseminate it, and make a scratch prog that is similar to the original, but with more functionality and whatnot.
242 on 7/10/2006 at 21:14
Seems to me that getting source code from Eidos would require much fewer efforts than finishing with reverse-engineering :) It's just a matter of insistence. If a certain amount of THief fans could periodically but consistently terrorize Eidos offices with petition's results via email / ordinary mail, quite likely that Eidos suits at last would decide to spend a hour or so to find the source code and give it to the community. It's surely doen't have any commercial value anymore, it's just a question of Eidos laziness.
New Horizon on 7/10/2006 at 21:47
Quote Posted by 242
Seems to me that getting source code from Eidos would require much fewer efforts than finishing with reverse-engineering....it's just a question of Eidos laziness.
Or as GBM pointed out in a few other threads, a matter of who actually owns the source code. Supposedly the ownership of the code was scattered. So, it's likely not even within the reach of Eidos to do such a thing...not that I haven't contacted Eidos to ask how or who we might petition to have it found and released. They just don't care. I'm sure it still exists out there, it's just a matter of finding someone who cares enough to locate and release it. Good luck if you try spearheading something though. I would throw my support behind it.