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Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Fri Jun 03, 2011 4:14 pm
by JacksonCougar
I started coding the new compiler in my motel room, feels somehow right.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jun 14, 2011 2:29 am
by JacksonCougar
Progress
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jun 14, 2011 2:31 am
by NotZachary82
Is it a recompiled map? I don't really understand.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jun 14, 2011 2:32 am
by JacksonCougar
Yes, it's a recompiled map
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jun 14, 2011 12:51 pm
by Ogrish
Nice!
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 15, 2011 2:21 pm
by bumlove
Good stuff, a request if I may, low quality video settings as standard on bsp viewing.
So a question about recompiling... If you take a clean map decomp and then recomp with no edits, how accurate a copy do you get?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 15, 2011 4:21 pm
by JacksonCougar
Not accurate enough as I don't have a map loading in-game yet.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 16, 2011 12:46 am
by OwnZ joO
Looking sweet man. I think I might be motivated to code again sometime soon
I'll definitely take a peek at your code to get some inspiration if I do.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 16, 2011 4:10 am
by sabu
Could someone explain to me in english what this will be capable of doing? I don't understand your l33t hightecth language
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 16, 2011 4:48 am
by Click16
sabu wrote:Could someone explain to me in english what this will be capable of doing? I don't understand your l33t hightecth language
Decompiles maps (like H2C) and allows you to load a "decompiled project" and allows you to make your edits (like H2Guerilla) but will be capable of models, and anything else he decides to make. and rebuilds afterwards.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 1:38 am
by JacksonCougar
Progress.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 1:55 am
by bumlove
I'm glad to see it
, how accurate is the rebuild?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 5:42 am
by JacksonCougar
Pretty good, with some bugs to work-out still.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 6:09 am
by bumlove
How does it decompile? .ent plugin based or is it blamlib?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 6:16 am
by JacksonCougar
It's Sunfish based
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Tue Jul 12, 2011 6:19 am
by bumlove
uh hu, hence propriety.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 1:03 am
by JacksonCougar
best-case-rebuilds*
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 1:34 am
by bumlove
484m/s fuck that beats my ping to the states some days, please tell me this can bsp conversions, had another look REbuilds in 1/2 a second fuuuuuuuuuu
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 1:36 am
by Thrasher Alpha
JacksonCougar wrote:
best-case-rebuilds*
Hope it gets close to being finished soon :p
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 2:09 am
by Ogrish
fast compile, and loading ingame, wow! its coming along nicely.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 6:59 pm
by neodos
JacksonCougar wrote:best-case-rebuilds*
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon Jul 18, 2011 7:21 pm
by bumlove
Thrasher Alpha wrote:Hope it gets close to being finished soon :p
Is it bollocks, its only just working, I can't wait for it but don't release until you can decompile and recompile beaver creek with 100megs worth of extras in
What am I going to do? I'm use to H2C's 5 minute decompiles and 12 minute recompiles this won't even give me time to roll a smoke let alone make a cuppa.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jul 28, 2011 6:05 am
by JacksonCougar
After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jul 28, 2011 7:07 am
by troymac1ure
JacksonCougar wrote:After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
D/L entity's code. I made one for movement, but my issue is I couldn't get it to size with the camera distance from the object (didn't want a huge gizmo up close and hard to see far away). It kinda worked, but not to my liking, so I just left it by the wayside. It's in it's own class, called GIZMO.CS or something like that. It detected mouse over each movement point and I tried to make it separate from the BSP viewer, so it could be used in other places. It's a base anyways if you want.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jul 28, 2011 7:29 am
by JacksonCougar
troymac1ure wrote:JacksonCougar wrote:After a few hours of scratching my head and trying to remember how math works again I finally got ray-triangle intersections figured out and working. So now you can click-select things in the 3D viewer directly to select them for editing. Now to figure out how to make a transformation gizmo...
D/L entity's code. I made one for movement, but my issue is I couldn't get it to size with the camera distance from the object (didn't want a huge gizmo up close and hard to see far away). It kinda worked, but not to my liking, so I just left it by the wayside. It's in it's own class, called GIZMO.CS or something like that. It detected mouse over each movement point and I tried to make it separate from the BSP viewer, so it could be used in other places. It's a base anyways if you want.
I'll take a look-see, but I already have a fairly firm idea of how I will implement it: plant to clone how the 3ds max one looks and behaves