Page 3 of 6

Posted: Mon Jan 30, 2006 1:36 am
by ZeroPresence
I dont know why a negative and a negative equals a positive... but meh.

Cake for all!

Hazza for one of the only nonthreatening posts in this thread!

Posted: Mon Jan 30, 2006 3:27 am
by Dragon
ZeroPresence wrote:Hazza for one of the only nonthreatening posts in this thread!
ZOMG!! the cake is poisened ;)

Posted: Mon Jan 30, 2006 5:13 am
by Mr_Cyberpunk
Most of programming is Algebra formulae anyway.. you forgot to meantion that.

Posted: Mon Jan 30, 2006 1:10 pm
by Dragon
that's correct. didn't mention that one. but also there you don't need heavy group theory or things like that. simply algebra and a bit of modulo calculation is enough. although beeing damn fast computers are damn dumb, hence burtal math is futile on them in a game :lol:

Posted: Tue Jan 31, 2006 4:18 am
by Mr_Cyberpunk
"I AM SO SMART. I AM SO SMART.. S.M.R.T ... I MEAN S.M.A.R.T!" - Homer Simpson

Posted: Tue Jan 31, 2006 9:14 pm
by Big-P
Ah yes...

(to the tune of "The Flintstones")
Simpson
Homer Simpson
He's the smartes guy in history
From the town of Springfield
He's about to hit a chestnut tree
AHHHH!!!

Remember that song?

Posted: Tue Jan 31, 2006 10:19 pm
by Darkshade
Heckyes I do! Saw that episode a few months ago. Woots!

Posted: Wed Feb 01, 2006 2:16 am
by Mr_Cyberpunk
Repeats :(

Posted: Thu Feb 16, 2006 12:55 pm
by CadeF
Well, I've got the world interaction system working perfectly, using a BSP tree for collisions (not renderng ;) ). So, right now, I can walk around, walk into walls, jump, crouch, climb up stairs, all that stuff. Next up is getting meshes ingame. Does anyone have any idea where DX stores the meshes for people/objects/potted plants?

Im not going to post much here, so if you want to see the latest screenshots/news of my engine, check out my blog. http://cadefr.blogspot.com

Posted: Thu Feb 16, 2006 1:49 pm
by Mr_Cyberpunk
its goooooood...

To find the meshes, Im not sure but u could try right clicking on any object, going down the list to Meshes and checking the /file structure.

Just a thought

Posted: Thu Feb 16, 2006 10:39 pm
by Placebo
I hope this project gets to its final stage. It's so amazing to see DX resurected in a new engine :D

Posted: Fri Feb 17, 2006 2:58 pm
by CadeF
Well, now loading MilkShape 3D files works. I've managed to load in all the deus ex decorations and stuff into my engine. Next up, probably some sort of lighting & shadow mapping test in my model viewer.

Keep in mind, the direction I'm going in, means I am not going to remake Deus Ex. I might convert some maps into my engine's format, but that is about it. My engine is also no longer using .t3d as its native format, but it can use .t3d map files, without bump mapping, specular mapping and parallax mapping as Deus Ex maps only contain textures. I'm also going to use 2 seperate t3ds to build a map, one containing textured geometry and another of the exported map, containing classes (such as lights, potted plants, etc) and their properties.

This stuff, will all be combined into one playable map.

Posted: Fri Feb 17, 2006 3:09 pm
by Mr_Cyberpunk
what does the word "Playable" mean exactly?

Posted: Fri Feb 17, 2006 3:58 pm
by Placebo
Fresh graphics, ! hope


Now Cyberpunk, don't think your HDTP is a waste of time after this he's doing :D

Posted: Sat Feb 18, 2006 9:45 am
by CadeF
Playable -

Walk around, interact with stuff lying around, NPCs walking around, shoot them, get shot at, etc