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revelator

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Everything posted by revelator

  1. Looking forward to cyberpunk2077
  2. Be happy its not in italy, the midevil currency there included cheese xD (parmesan to be specific). https://money.visualcapitalist.com/the-worlds-strangest-currencies/ I could seriosly not imagine a stealthy thief trying to roll one of those bad boys out of a bank, the sight would have been hilarious.
  3. Hmm in fact TDM would also fit that bill in remaking call of cthulhu dcote since the gameplay is much like thiefs (loads of sneaking around :P) and the dark atmosphere would really fit it as well. Not sure if TDM can do rain drops as is but that should not be to hard to do. Wonder if anyone could make a shoggoth md5 model ?!? and how it would eventually look. This old game is scary as hell but suffers from so many game breaking bugs that most people newer finished it which is a shame since the story is really good (allmost 100% following lovecrafts own though it mixes in elements from other novellas like shadow over insmouth dagon and the dunwhich horror).
  4. Indeed be carefull when using canned air or compressed air in any form as it causes condensation. Rule of thumb let the PC sit unconnected for atleast an hour after cleaning it with those methods. Also make sure you are grounded when doing any cleaning work as micro sparks can and will kill your PC even if you dont notice them :). The Quadro cards are ment more for design work (cad and such) but are not optimized for gaming so it would probably lack the muscle needed for darkmod. That said i can load and play Doom3 on my (very) old Quadro FX 1800 but it took some tweaking.
  5. While retired im still playing around at times with the different mods, sadly while one of the better ports dhewm3 does not have a large mod compatibility database so atm im working on getting sikkmod ported to it. I also been working on adding darkmods avx and avx2 extensions (done btw) as well as a hybrid GLSL ARB2 renderer originally by MH but modified heavily by me and 100 % stable now. Interactions are the only thing rendered with GLSL atm. This in turn means that while it is still possible to use sikkmod you cannot use the POM shader as that one is an ARB2 interaction shader. If you want POM you can turn of GLSL interactions or write a GLSL port . Still on my todo list would be darkmods SMP changes, daniel gibson is also working on that. You should prefer the GLSL interactions though as they use half lambertian and lights the scene more while also looking more natural (not as light as rbdoom3bfg though).
  6. Thinking of it the frob mechanic in darkmod could probably use the same logic HPL1 uses for object interaction (also seems to be its main feature). The CG shader backend would probably benefit greatly being updated to handle GLSL instead, seing as cg has been discontinued and there has been no new version for a very long time. Source has loads of disabled code which if i read it correctly then atleast some of it seems to be early work for the HPL2 engine. Found a git repository which had fixed the source to work with the latest Newton physics and Anglescript dependencies. Ill have a look at the changes nessesary to add these. Could be a great engine to do a remake of one of my old loves (call of cthulhu dark corners of the earth) since that one was riddled with bugs which made it a nasty experience to play.
  7. Let me know if there is any problem with this version, it runs flawlessly here but i cannot account for every PC out there. Things that work for one person have a tendency of breaking for another so i need input if anything behaves odd.
  8. Last release before i start changing things, get HPL1Engine-sources-02-08-2020.7z from same url as the engine. Changes: All libraries beside newton and anglescript have been updated to latest. Fixed a few memory leaks in source. Removed old project files (no longer possible to build it with the old compilers anyway). Added HPL tools to main solution and added a readme on how to use them. Build instructions: open HPL.sln in msvc 2017 and select if you want a debug or release build, hit build and profit . If you want the mapper tools theres a folder named tools in the workspace, it does not get built by default but even if you have not built HPL1 yet it will build the dependencies automatically. Select each tool in the workspace and hit build. If you want to mod for penumbra you need to open hplhelper.exe and execute the tools from there, it reads the material.cfg file at startup to get the correct location of of game materials. You can then do a few things like seing how your model / map / particle etc. would look in game (yah it is pretty basic). There are a few editors for hudobjects maps and particles but they only have the most basic functionality, atleast you can see if things will look right.
  9. Im going to do the same thing that was used in idtech 4 and use props to set the correct build steps, this should ease it for anyone who wants a go at the source code. Then im going to upload it to github for those who want to toy with it. Atm im traversing the code to get at some possible memory leaks pointed out by PVS studio, i will mark these in case fixing them causes other problems.
  10. And even more reduction statically linked in ogg vorbis and theora. Also updated GLee to latest and added the msvc 2017 runtimes to the archive. redist-static-dependencies-30-07-2020.7z can be found under the same url. Patched the source with a fix for a crash bug in one map where a node gets traversed badly. So now it only relies on the OpenAL32.dll and the various SDL dll's. SSE2 support is now mandatory but pretty much all cpu's today support that so it should be no biggie unless you intend to run it on a pentium 2
  11. Theres a new build here https://sourceforge.net/projects/cbadvanced/files/penumbra overture/ get redist-30-07-2020.7z i have severely reduced the number off dll's needed to run penumbra as well as updated SDL SDL_ttf and SDL_image libraries with the latest dependencies linked in statically. Cg has also been updated which reduced the number of headers Cg needs as well. fltk does not seem to be used in the windows build so the fltkdll.dll might actually be remove as well. All SDL libraries are now the latest versions from the old series. SDL2 might come in handy next Easiest way to update is simply to remove all dll's in penumbra and then copy over the contents of redist-30-07-2020.7z
  12. Build order is OALWrapper -> HPL1 -> Penumbra the HPL.sln does this in the right order after that you can go into the tools folder and build any solution under there to get the mapping tools. But it is imperative that you do it in this exact order as the tools rely on atleast the OALWrapper and HPL engine being built beforehand. Penumbra itself is not needed if you only need the tools, but it is built anyway. The HPL engine is built as a library which can be linked to by client applications (tools / game clients etc.) a bit like the irrlicht engine but as a static library with dynamic runtime bindings.
  13. Wait are you opening the HPL.sln in the root dir file or penumbras ?, you need to open the HPL.sln file as that includes all the other solutions and is setup to build in the correct order.
  14. ? thats the HPL header thats odd that it cannot find this, try checking in the C/C++ tab in properties for penumbra under additional include directories. Should look like this -> ..\include;..\dependencies\include;..\OALWrapper\include;%(AdditionalIncludeDirectories)
  15. It is a niche product though it is used more than one might think since many companies use inhouse dos based tools that they simply cannot update. As for us mere mortals well have you ever had an older game that actually still works on modern windows just to be slighted by the crap 16 bit installer which refuses to run , with this you can still use the 16 bit installer even dos installers work. But this thread was about HPL1 not my little sideproject have you tried building it yourself yet ?.
  16. Above screen is from win 10 2004 version
  17. It is still there i just uploaded it as a regular archive without password protection, seems that was enough though i cannot say if it will get bogged by windows smartscreen when downloading it. If you get winevdm it can even load 16 bit executables directly since it was built to interact with it. Older games like blood or duke nukem3d can be run directly if setup correctly but the emulator is pretty slow so it might not run to well unless you enable haxmvm. Unfortunatly it uses a specialized haxmvm with a self signed certificate so it will only work in test mode, the dev does not have the dough to cash out for a microsoft signed certificate.
  18. Updated source archive located here -> https://sourceforge.net/projects/cbadvanced/files/penumbra overture/HPL1-SourceCode.7z/download OpenAL updated to OpenAL-soft Alut updated to freealut. Sound buffer size increased a LOT (was 128 for HPL1 and 64 for penumbra, both have been increased to 64k), this is due to changes in fractional games openal wrapper code which caused corrupted sound with updated OpenAL driver. Tools now also ported to msvc 2017. You need to build the hpl library first to compile the tools. Penumbra now works like a charm and if you have the game you can replace the exe + all the dependant dll's in the game folder with the updated versions. If you get an error starting it you need the msvc 2017 runtimes. The source uses the windows 8.1 sdk so make sure to get that when setting up msvc 2017.
  19. I removed the affected package there should be no more malware warnings. I reuploaded the latest build of ntvdmx64 here without password https://sourceforge.net/projects/cbadvanced/files/ldntvdmx64/ldntvdmx64.7z/download If you or anyone else wants to use it you will have to shut down windows defender since it will not allow it and it cannot be whitelisted (sadly microsoft will newer allow it since it is based partly on there own code) but if you use another antivirus you can ignore it safely.
  20. The malware warning is from another package containing a windows dos emulator and it is mentioned in its readme what it is and why the malware warning is there, but the whole site spews warnings about it with no mention of what package is affected. There is ofcourse no malware there but the archive is password protected so sourceforges antivirus cannot scan it (this is by intent because microsoft has flagged this particular dos emulator since it is based on real windows code NT4's to be exact). The real pain is that it is actually a working 64 bit version of microsofts own wowvdm allowing users to run dos executables directly even in win 10 64 bit, something microsoft newer got around to fix. I even posted the sourceforge devs to get it unflagged and the reason it was password protected to no avail.
  21. And now sound is fixed... turned out the buffersize was way to low sadly i need to repack sources since i also updated openal and alut with openal-soft and freealut. Runs pretty well now actually
  22. And updated sources to msvc 2017 https://sourceforge.net/projects/cbadvanced/files/penumbra overture/ get hpl1.7z from above link it contains the sources for HPL1 Penumbra and the OpenAL wrapper as well as all dependencies. You can build penumbra for testing the HPL1 engine (it works fine btw.). The tools also all build but are not linked in the main project file so have to be built seperatly.
  23. Well it seems we do need some of the tools from HPL1 like hplhelper to setup the format correctly for the editor, besides that the only change to collada from 1.4 to latest was the addition of kinematics and B-rep and some FX redesigning, sadly there have been no changes as to how collada exports so even if i update it, it wouldnt help. Later models of the maya exporter plugin can have problems with scaling so need to make sure to set units to centimeters also modo does not triangulate meshes automatically so need to enter geometry/polygon/triple for it to triangulate it correctly. https://wiki.frictionalgames.com/hpl3/engine/model_export luckily i just got all the tools building with msvc 2015 to
  24. The collada version included is actually fine though its lacking a few things like rotation support, the main problem atm is that the newer versions of collada relies on a rather old minizip version. If keeping with the needed minizip version is not a problem it should be possible to update it, though the HPL version uses a specialized version of it with different function names so porting it might take some time. Not even sure if it would gain us anything as the old version is just as compatible with blender (which means not the best but useable with some tricks) as the newest just has a few less functions which the game does not use anyway. Only problem i had so far is sound getting a little choppy at times, but this might be due to the openal version included is the original one from creative and not the opensourced one.
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