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Just to get it right about the what to do. Yep, that's it. It should work in the maps folder as well for ship textures though I haven't actually tested that myself. The "$FPS:" is optional so if you don't specify it there is no harm done. Also remember for the frame filenames that you have a "_" be...

well :V: made fredding html tutorials
I was referring more to the internals, how the sexp code interacts with other parts of the game. I probably should have said "SEXPs for Idiot Developers" or perhaps "SEXPs for Developing Dummies"... no wait, that last one doesn't really work. :)

@Taylor : Can you give us a small progress-update please ? Pretty much stalled at the moment. My experimental code tree that I normally work out of doesn't work with FRED at the moment for some reason. I changed some OGL things that work ok in game but not FRED so the screen is just black and I hav...

I updated the build at the link I posted earlier. The link is the same but the actual binary name is different so be sure you're using the right one in the launcher. Added an extra check to make sure that EFFs that contain TGAs or JPGs don't get used unless you are using the -jpgtga command line opt...

I don't really want to post this under a new topic so here: http://icculus.org/~taylor/fso/willrobinson/20041029-win32.zip It has a few small bmpman fixes and the EFF stuff. Other than that it's pretty much the same as my 20041022 build. EFF files, if in a VP, are only used from the data/maps & data...

I do want to point out that the screenshot function is different from what's used with the pause key in a mission. gr_opengl_save_screen() is used whenever a popup comes on the window, ie. the pause key in mission, the exit yes/no prompt and the mission name popup in the simroom. gr_opengl_print_scr...

Ahh. tres cool. When can we expect a build? I've just got to get the file parsing to work right. The rest of the code is done and that one bug fixed (don't know if it was the original bmpman corruption though). I think I'm just going to pull some of the regular parsing code into bmpman for a public...

So, for this to work, we'd make a text file for the explosion, it'd specify the name of the first image, how many images there are, and also the format, and the game will display them on the fly? Simpler that that. All the text file has is the image type (DDS, PCX, TGA, JPG) and the number of frame...

When you have got anything done I am interested into testing it. It took more code than I originally wanted but it was the only way to make sure the files are used efficiently and don't get loaded too many times. The standard parse stuff isn't going to work since I forgot that it can only parse one...

I changed it not too long ago to match the icculus.org version that I had also updated. Other than some basic code cleanup and sanity I made sure it worked well under Linux, which it didn't before. For Linux the read buffer is set to GL_BACK but that didn't seem to work very well under Windows so I ...

Hicolor animations are going to eat memory to be sure but if an effect can get away with 8-bit color then that's still an option. There a a few animations that look like absolute crap when they are in 8-bit color so we could have the option of something better. It would be easy enough to restrict th...

I didn't really want to get in on this conversation but what the hell. ANIs are used in two ways: pure animations through animplay, and static images in bmpman. Interface animations and talking head animations run through animplay which plays them like a movie player. Effect animations used in game ...

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