Try in in PS - it will feel unnatural.GreatEmerald wrote:How is it not scalable? Just increase the gaps between items.Nomad wrote:It takes much space (partly to optimize 3d rendering - the larger rendering area, the less fps). And it is not scalable.
We want interface that can fit any resolution.
MM 6/7/8 Total Remake
- Bandobras Took
- Genie
- Posts: 1019
- Joined: 06 Jan 2006
Not sure if it helps but here is their repository:
https://www.assembla.com/code/mm7/mercurial/nodes
They post updates daily and it also has links to twitter and facebook where they sometimes post.
I also am following this project with interest.
https://www.assembla.com/code/mm7/mercurial/nodes
They post updates daily and it also has links to twitter and facebook where they sometimes post.
I also am following this project with interest.
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- Leprechaun
- Posts: 7
- Joined: 20 Apr 2009
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- Leprechaun
- Posts: 8
- Joined: 12 Oct 2014
Hey,
following this development for some time now. I know the Facebookpage and I’m checking Assembla every now and then.
Where can I get more Information? Why isn’t here a big discussion ongoing.
As I understood, you just released the first Version (exe).
Is it limited to MM7 at the beginning? How to install it?
At this stage: is it basically a recreation (reverse engineering?) Or are the things discussed here, like higher drawing distances and resolution already in?
What about Direct 3D 11. Any way MM might use it as well?
Really like what you are doing. Finally MM gets the deserved attention.
following this development for some time now. I know the Facebookpage and I’m checking Assembla every now and then.
Where can I get more Information? Why isn’t here a big discussion ongoing.
As I understood, you just released the first Version (exe).
Is it limited to MM7 at the beginning? How to install it?
At this stage: is it basically a recreation (reverse engineering?) Or are the things discussed here, like higher drawing distances and resolution already in?
What about Direct 3D 11. Any way MM might use it as well?
Really like what you are doing. Finally MM gets the deserved attention.
Hello there,
Development process is complicated and long, and true, not much attention or help offerings arise.Schopenhauer wrote: Where can I get more Information? Why isn’t here a big discussion ongoing.
Yep, alpha is there. You just download it and place exe into your mm7 installation folder. There's not much there currently, just recreated engine almost identical to the original.Schopenhauer wrote: As I understood, you just released the first Version (exe).
Is it limited to MM7 at the beginning? How to install it?
Yep, simple things like drawing distances, png and mp3 support, various original bug fixes are there.Schopenhauer wrote: At this stage: is it basically a recreation (reverse engineering?) Or are the things discussed here, like higher drawing distances and resolution already in?
I have created a separate dev branch and introducing fresh rendering api integrations, as well as updating some really outdated engine parts.Schopenhauer wrote: What about Direct 3D 11. Any way MM might use it as well?
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
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- Leprechaun
- Posts: 8
- Joined: 12 Oct 2014
@Noman,
thank you for the detailed insight!
I want this to get more attention. You think there is a chance to give us every now an then something like a little status update? like what are working on, or trying out. The things that are hard to get to work... Some more screens. Like with the FB Page but a bit more often?
This might be a better place for attracting more people, even some helpful ones, with deep knowledge...
Working on the renderer is really exiting!
thank you for the detailed insight!
I want this to get more attention. You think there is a chance to give us every now an then something like a little status update? like what are working on, or trying out. The things that are hard to get to work... Some more screens. Like with the FB Page but a bit more often?
This might be a better place for attracting more people, even some helpful ones, with deep knowledge...
Working on the renderer is really exiting!
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
Sure.unknownone wrote:I would like to ask if there is a reason to integrate dx11 into the engine? Wouldn't it be more interesting to use OpenGl to have native cross-platform compatibility?
Game initally is programmed for Windows platform, so there is not a single hint on cross-platform design. Next, programming for Windows the choise between OpenGL and D3D is obvious - D3D is mostly stable, and OpenGL is always buggy. No need for extra headaches for devs, few are few and fully loaded as it is.
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
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- Leprechaun
- Posts: 8
- Joined: 12 Oct 2014
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- Leprechaun
- Posts: 8
- Joined: 12 Oct 2014
No, Project move in the same direction. We have optimized the previously decompiled code. Now we are working on drawing the terrain in DX11. But Unity files it's just alternative direction. It made one programmer from a group. Can will be continue.
WE ARE SEARCHING FOR PROGRAMMERS, 2D ARTISTS TO DO TEXTURING AND NEW INTERFACE FOR GAME
WE ARE SEARCHING FOR PROGRAMMERS, 2D ARTISTS TO DO TEXTURING AND NEW INTERFACE FOR GAME
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