On Thu, Aug 23, 2001 at 03:52:34PM -0700, LordHavoc wrote:
> > [I am assuming this was meant as a public post and have fixed the list so
> > that public is the default.. Sorry all, I was wondering why nobody was
> > actually replying ON THE LIST...]
>
> Oh, I thought all the lists were like that already.
Nope, they should have been though.
> <snip>
> > I think I have decided that the Targa loader might be useful, as might the
> > PNG loader.
>
> No one is going to throw any weird TGAs at it, that only leaves PNG,
> just grab that support from equake or something.
Id assumes TGAs are always "upside down" and ignores the header element
which says "um, this one's rightside up".. Of course, at least what I use
to edit graphics (gimp) happens to write them rightside up, so...
The SDL_image PNG loader is virtually the libpng example source.
> > > Heh, the name winquake.h is completely out of place in twilight, at
> > > least rename the thing, if not merge it into a more appropriate place.
> >
> > Yes, it's out of place. I do not have a cross-compiler setup or I'd be
> > making more changes to see that things like it die.
>
> Set up a cross-compiler, if only to see what breaks when you change
> things... Makes it practical to do large changes :)
I'm working on it. It's kinda slow-going though because the process is
not extremely well documented. I think I have everything I need, but I am
already missing dpkg.
> > > The less unnecessary features there are, the better, that's my policy.
> >
> > We do want dynamic music at some point and there is some code for it in
> > SDL_mixer, I just think we could do better to use our own, that's all.
>
> Games seem to be moving toward linear formats like mp3 (Serious Sam and
> others) and wav (SiN, Quake3, and probably a few others), and since mp3
> is not an option... wav is easy to play back, and they both allow
> fading between tracks.
Games used midi for a long time because it was the only thing they could
use really - mixing and all that just for music was too much overhead and
other options were too big. Then they went mostly for cd music because it
was higher quality. But every game which has had really dynamic music has
used some sort of multitrack format. It comes with the territory. There
is a dynamic music mod for quake, but clearly it needs more than they were
able to get with quakec and wav files.
> > Of course gears checks fps every five seconds. That's nowhere near enough
> > for our purposes. Even once a second is possibly too much. Half second
> > might make more sense.
>
> I'm fond of twitchy framerate counters :)
>
> Perhaps every .25 sec.
They seem cool until you're trying to get an accurate measurement, then
you wish they were a little less twitchy so you could see more than just
the first digit clearly.
--
Joseph Carter <[EMAIL PROTECTED]> Free software developer
<Deek> Exactly how much of a PITA is this in C?
<Knghtbrd> It's written in C++.
<Deek> Hence my question.
<Knghtbrd> I could do something like it in C. Anyone who saw the results
would think I was either a genius or out of my fucking mind.
They'd be right on either count.
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