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Trouble with the Counts
<i>This post was originally made by <b>skyjake</b> on the dengDevs blog. It was posted under the categories: Games, Mac OS X, Unix/Linux.</i> Danij, you have set up map data counters (numlines, numsides, etc.) in <tt>p_mapsetup.c</tt> on game-side in addition to the engine's map data counters. These strike me as redundant.… -
Game-specific Code in Src/Common (3rd Party Game Development)
<i>This post was originally made by <b>danij</b> on the dengDevs blog. It was posted under the categories: Games, Version 1.9.</i> Currently, code common to all games in <tt>Src/Common</tt> is interspersed with game-specific functionality (due, no doubt, to the difficulties of combining three different source codes). I… -
Re: MD2Tool Bugginess...
That explains that then :). Md2tool defines the following fixed limits: #define MAX_TRIANGLES 4096#define MAX_VERTS 2048#define MAX_FRAMES 512#define MAX_MD2SKINS 32#define MAX_SKINNAME 64 Please submit an RFE if you'd like these limits extending/removing. I can't say when we might get around to it though, we're pretty… -
Re: Z_Realloc in p_arch
I don't think it can be fully automated. But at least we can have a couple of helper macros, something like: <pre>#define MANGLE_POINTER(ptr) ( *((uint*)ptr) = P_ToIndex(ptr) ) #define UNMANGLE_POINTER(ptr, dmuType) \n ( ptr = P_ToPtr(dmuType, *((uint*)ptr)) )</pre> All the references that are set before reallocations are… -
Re: Glitch Wars
Re: property types. I'm thinking of an arrangement where a (Python) script reads a set of map data declarations and outputs two header files: 1) the internal one with <tt>typedef struct line_s { ... } line_t</tt>, etc., 2) and a public one with property type definitions, e.g., the following: <pre>#define DMPT_LINE_FLAGS… -
Re: Trouble with the Counts
<blockquote>Danij, you have set up map data counters (numlines, numsides, etc.) in p_mapsetup.c on game-side in addition to the engine's map data counters. These strike me as redundant.</blockquote> Yes, I only did that to save having to retrieve the values from Doomsday each time but it won't make much (if any)… -
Re: Game-specific Code in Src/Common (3rd Party Game Development)
When it comes to creating a new game lib, I would guess the best solution would be simply to use one of the existing <tt>__JDOOM__</tt>, <tt>__JHERETIC__</tt>, or <tt>__JHEXEN__</tt> #ifdefs. If you don't use one of those, it's effectively saying that a new branch of logic is introduced. A new game lib could #define its…