Flous,
What key do you use to open the console in Quake3 and Unreal then?? Once I get a proper UI going then I''ll make it an option.
FatalXC
Check out my demo!!!! :)
Hmmm ... throws my screen into 640 x 480 and ... leaves it there. In Windowed mode, crashes due to illegal operation.
Chris Barry
Edited by - 23yrold3yrold on July 22, 2001 8:51:26 PM
Chris Barry
Edited by - 23yrold3yrold on July 22, 2001 8:51:26 PM
Jesus saves ... the rest of you take 2d4 fire damage.
hmmmm ...... What OS/video card do you have?? I haven''t got access to a Win2k machine to test it on, so that could be the problem. Where does it cause the error, kernel32, user32, nvopengl ... ?? Does it actually get to creating the window, do you see it then does it crash, or do you not see anything ?? If it doesn''t get to creating the window then could you please send me some of your code that creates an OpenGL window and I''ll compare mine to yours, but I don''t think there are too many problems there.
Sorry it didn''t work for you man
... but I wanna make it work, I could do a debug build for you to see if that fixes the crash.
FatalXC
Sorry it didn''t work for you man

FatalXC
Yeah i was meaning to post a message on the same problem, though i got d/c and couldnt be bothered posting it after. I get an illegal operation error with both full screen & windowed mode.
Using a pentium celeron 500
2mb vid memory ((trident))
64mb ram - Win98
hope you''re not using some other type of opengl extentions because my vid card doesnt support them.. :/
"You are just as irritating to me as an irrational term that accidentially creeps into your equation and cannot be factorized out."
Using a pentium celeron 500
2mb vid memory ((trident))
64mb ram - Win98
hope you''re not using some other type of opengl extentions because my vid card doesnt support them.. :/
"You are just as irritating to me as an irrational term that accidentially creeps into your equation and cannot be factorized out."
FatalXC: The "~"-key on a US keyboard is the most upperleft key (just below the Escape key), right?
Well, on an Belgian (or French, I believe they are the same) keyboard, that key has the "²" and "³" chrachters on them (to the second and third power...) and that is the key I use in all games for accesing the console. I guess they somehow ignore the regional keyboard codes, and just get to the raw codes directly.
Well, on an Belgian (or French, I believe they are the same) keyboard, that key has the "²" and "³" chrachters on them (to the second and third power...) and that is the key I use in all games for accesing the console. I guess they somehow ignore the regional keyboard codes, and just get to the raw codes directly.
OK, this is to those who had *problems* running my demo. I have just uploaded a debug exe, not a debug build, but after each step in the setup/rendering process, there is a message box, so you can see where it gets up to before it crashes. Hopefully this will help locate the source of the problem. You can get the new exe at:
http://astral3d.webjump.com/a3ddbg.zip ~40kb
You will still need the original 1MB file, just replace the executable. So ... let me know where it crashes
... and any thoughts why it would crash there on your machine !! Thanks heaps !!
@wAVaRiaN: Hmmm ... not user I want to support 2MB tridents
. But it should still exit gracefully, so please check out the debug exe. It needs multitexturing extensions, in fact, now that I think about it, I''m not checking that I get valid proc addresses for the multitexture functions (oops)*..quickly adds to code before uploading debug exe..*, so if you don''t have that then it will try and call a NULL function which would definitely cause a crash ... maybe that''s what happened.
@Flous: Yeah since I am using the WM_CHAR messages, it is probably interpreted as something different when the keyboard layout is non-US, I may have a look at this later. I''ll do the GL_CLAMP_TO_EDGE_EXT update tomorrow, which will hopefully fix those lightmap edges you were seeing.
Thanks a lot guys,
FatalXC
http://astral3d.webjump.com/a3ddbg.zip ~40kb
You will still need the original 1MB file, just replace the executable. So ... let me know where it crashes

@wAVaRiaN: Hmmm ... not user I want to support 2MB tridents

@Flous: Yeah since I am using the WM_CHAR messages, it is probably interpreted as something different when the keyboard layout is non-US, I may have a look at this later. I''ll do the GL_CLAMP_TO_EDGE_EXT update tomorrow, which will hopefully fix those lightmap edges you were seeing.
Thanks a lot guys,
FatalXC
nice job fatalXC.
in what direction will you try to develop the engine or is it more a testbed for a first try ?
ps it runs smoothly on my w2k machine so that poses no problems for it.
in what direction will you try to develop the engine or is it more a testbed for a first try ?
ps it runs smoothly on my w2k machine so that poses no problems for it.
Welp, it doesnt crash anymore =P
i get all the messages up until these:
could not get multitexture addresses
cEngine->Setup() Failed.
and then the program closes. Hehe - must be the multitexturing =P i have another computer, but i use this laptop for all my programming.. But still - you should be progamming also for the not so up-to-date computer systems so that there is a greater availability of your game to be used by many more people.
"You are just as irritating to me as an irrational term that accidentially creeps into your equation and cannot be factorized out."
Edited by - wAVaRiaN on July 24, 2001 4:02:56 AM
i get all the messages up until these:
could not get multitexture addresses
cEngine->Setup() Failed.
and then the program closes. Hehe - must be the multitexturing =P i have another computer, but i use this laptop for all my programming.. But still - you should be progamming also for the not so up-to-date computer systems so that there is a greater availability of your game to be used by many more people.
"You are just as irritating to me as an irrational term that accidentially creeps into your equation and cannot be factorized out."
Edited by - wAVaRiaN on July 24, 2001 4:02:56 AM
Sorry to drag this topic up from the depths of the message board ...
The engine download has been updated to support the edge clamp extension, it still works on my machine, but since I never had the problem, I can''t tell if it is fixed, so could Flous (or anyone else who had this problem) please download the new demo and try it. Thanks. If it doesn''t work, could you just send me the snippet of code you use to implement this extension, thanks a lot.
I have been working on some cool polygon merging routines, which I''m aiming to reduce the polygon count with, and also decrease the number of OGL calls and reduce the file size
They aren''t 100% correct yet, but hopefully soon ...
You still need a multitexture card and DX8 to run it, I''m not sure whether to have multipass as an option, it''s just an extra hassle to keep updated, and *most* cards do have multitexturing so yeah.
Anyone who is interested in the source code can mail me about it, I may put it up for download but I may not .....
Cheers,
FatalXC
The engine download has been updated to support the edge clamp extension, it still works on my machine, but since I never had the problem, I can''t tell if it is fixed, so could Flous (or anyone else who had this problem) please download the new demo and try it. Thanks. If it doesn''t work, could you just send me the snippet of code you use to implement this extension, thanks a lot.
I have been working on some cool polygon merging routines, which I''m aiming to reduce the polygon count with, and also decrease the number of OGL calls and reduce the file size

You still need a multitexture card and DX8 to run it, I''m not sure whether to have multipass as an option, it''s just an extra hassle to keep updated, and *most* cards do have multitexturing so yeah.
Anyone who is interested in the source code can mail me about it, I may put it up for download but I may not .....

Cheers,
FatalXC
August 03, 2001 09:18 PM
Hey FatalXC --
Terrific job on your engine!!
I''m new to 3D stuff, so a straight-forward engine would be huge. Especially, because I am considering building my own engine from the ground up ... which as a newbie, probably will be only the most basic of "engines" -- (whine).
Anyway, if you eventually release the source code (i.e. open source license it), you''ll have the benefit of any programmers who want to customize/refine your engine -- which could be of benefit to everyone, yes? Well, that''s enough rambling about open source ... it''ll be cool to see where this project goes.
Sincerely
This topic is closed to new replies.
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