Engine.NicholasRay wrote:So what's new exactly?
MM 6/7/8 Total Remake
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- Leprechaun
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I never said that I don't want to, but as u already know I don't have enough free time to contribute to project on regular basis and I don't think because of that I'm useful to the project. For example I can make a site for project with any services you want, that not so timeconsuming and I have enough technical resources for that, but actively working on codebase and commit everyday I can't.Nomad wrote:Ck-NoSFeRaTU
Heh, still not willing to join?
Currently broken, because rghost is down till at least 11 january.Nomad wrote:They are not broken
Which image hosting you can browse?
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It's not really that big a deal. The model is just broken up into 64-polygon sub-models. Many of the models you see in Might and Magic 6-8 are really multiple models.GreatEmerald wrote:They were still using the same engine, just with enhancements, last time I checked. Nobody said they removed the vertex limit.
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You can follow the SVN if you're interested.GreatEmerald wrote:You kidding? That's, like, the best thing I've seen here so far! You should post code updates as well, not just images.Nomad wrote: That took about.. ugh.. three lines of code to change from 1999 to whatever you want. I didn't think it's that major thing to create a post about
Aside, I'm not a programmer, does anyone here know how I can change the code to skip the intro cinematic? I hate having to try to get lucky and not have it crash on me at some point during the video.
Edit: Ok, looking at the terminal, when I try to skip the video, before crashing, it shows several textures as not found
Edit: Nevermind. Anyone else who has this problem, after compiling and move the new .exe into your might and magic 7 folder, copy the data folder and move it to your mm7 directory as well
Your perception determines your experience.
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Thank you. I'm wondering, where in the code are all the parameters defined?x1diablo wrote:run with parameters: -nointro -nocreditsDarthVadre wrote: how I can change the code to skip the intro cinematic?
Edit: I sure hope this doesn't make you have to do a lot of recoding, but pay attention to what happens to the sprites when you use delete/page down to look up or down.
Your perception determines your experience.
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In WinMain, which currently moved to Driver.cpp.DarthVadre wrote:Thank you. I'm wondering, where in the code are all the parameters defined?x1diablo wrote:run with parameters: -nointro -nocreditsDarthVadre wrote: how I can change the code to skip the intro cinematic?
I think it is known bug, but if it bother you as I remember correctly this helps:DarthVadre wrote:Edit: I sure hope this doesn't make you have to do a lot of recoding, but pay attention to what happens to the sprites when you use delete/page down to look up or down.
Code: Select all
--- classes.cpp.orig 2011-01-10 10:35:01.000000000 +0300
+++ classes.cpp 2011-01-15 22:02:31.000000000 +0300
@@ -5396,7 +5396,7 @@
if (byte_4D8410[572] && *(_BYTE *)(&pGame->uSomeFlags) & 0x80 || uCurrentlyLoadedLevelType == 1)
angle = 3.1415926535897931 * ((double)_this->sRotationX / 1024);
else
- angle = -3.1415926535897931 * ((double)_this->sRotationX / 1024);
+ angle = 3.1415926535897931 * ((double)_this->sRotationX / 1024);
_this->fRotationXSine = sin(angle);
_this->fRotationXCosine = cos(angle);
I see this like this:
I really don't what is this axis X, and why a rotation around it may ever be reversed, but when the checked condition has no effect, the checking is just redundant.
Probably you do something wrong...Ck-NoSFeRaTU wrote:Code: Select all
if (<a strange condition>) <a statement> else <the same statement as above>
I really don't what is this axis X, and why a rotation around it may ever be reversed, but when the checked condition has no effect, the checking is just redundant.
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