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re-creating seiken densetu 3 environments in 3d
 
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Bjorn
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Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Dec 17, 2003 2:17 pm    Post subject: [quote]

I've done two small OpenGL and GLUT proggies, and will look into making an OpenGL port of this once I understand the code a bit more. Of course, if anybody else wants to do it instead, he is free to do so. We can make that FPS a 1000, right guys? :-)

DrunkenCoder, SourceForge is lacking behind on the info there. If you click "Browse CVS" you can see that there are files in there, currently checked in 2 days ago and last modification was a zoom fix 4 hours ago by Syn9. On the CVS Repository page, there are instructions on how to "checkout" the CVS tree. This is only interesting if you are interested in looking into the code, compiling it yourself or modifying it though.

You can even see development progress:

- Fling-master: Fade speed-up (1.1 -> 1.2)
- Bjorn: Type conversion fixes (1.2 -> 1.3)
- Syn9: Multi-resolution, physics update, removing unneeded stuff (1.3 -> 1.5)
- Syn9: Zoom fix (1.5 -> 1.6)


Last edited by Bjorn on Wed Dec 17, 2003 2:30 pm; edited 1 time in total
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DrunkenCoder
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Joined: 29 May 2002
Posts: 559

PostPosted: Wed Dec 17, 2003 2:25 pm    Post subject: [quote]

We can't have drunkencoders checking out and tinkering with the code now can we...
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DrunkenCoder
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PostPosted: Wed Dec 17, 2003 2:45 pm    Post subject: [quote]

Err... could you explain the double linebreaks please?

Or maybe it's my CVS checkout that went wrong something must have... and I really don't have an idea why.

But the whole source looks like:

Code:
int blaha;

int foo;

int bar;

int main(void)

{

//yadda...

//yadda ya

}

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DrunkenCoder
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Joined: 29 May 2002
Posts: 559

PostPosted: Wed Dec 17, 2003 2:54 pm    Post subject: [quote]

*doh* unix line endings.. gosh I must have had one to many last night...
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DrunkenCoder
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PostPosted: Wed Dec 17, 2003 3:20 pm    Post subject: [quote]

Oh, and another thing, the source uses a map called 0004 but that isn't in the archive so any one successfully building it will still have it crash...
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DrunkenCoder
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PostPosted: Wed Dec 17, 2003 4:43 pm    Post subject: [quote]

I've fiddled around a bit with it and one things for certain it's not the most readable thing i've ever seen ;)

Anyway I've removed the poly and point restrictions now the amount of ram availble is the limit theoreticly...

Are you intrested in getting the updates?
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Bjorn
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PostPosted: Wed Dec 17, 2003 4:52 pm    Post subject: [quote]

As of now, you can send the patch to either me or Syn9 to try out, and if it's good we'll commit it to CVS. I guess you should send it to Syn9, as he's the expert, but I'm also interested in your changes. Thanks for your help! :-)

The line endings are actually in DOS/Windows format, I believe. But you solved it? Just don't change the actual line endings, but fix your editor/cvs/system to handle them gracefully. :-)

I just updated my CVS tree and noticed the map missing as well. Syn9 might not know about the "cvs add" command to add new directories and files yet. I've pulled them from the demo posted earlier and added them to CVS. Another cvs update should get you up to speed.
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DrunkenCoder
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PostPosted: Wed Dec 17, 2003 5:06 pm    Post subject: [quote]

I snatched the map dir and correct map from the release he posted. I made my CVS check them out with UNIX line endings and it worked like a charm. Ill just do some last changes and then send you the update.
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syn9
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Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Sun Dec 21, 2003 9:58 am    Post subject: [quote]

damn, i actually finished a map >D well, theres no lighting on the terrain yet... but damn, it took a long time to make




special special thanks to bj0rn and fling-master for doing the port to c++, theres no way i could make this environment nearly this detailed and large w/o it


Last edited by syn9 on Sun Dec 21, 2003 10:00 am; edited 1 time in total
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PostPosted: Sun Dec 21, 2003 10:00 am    Post subject: [quote]

looks awsome!
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akOOma
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Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Sun Dec 21, 2003 10:47 am    Post subject: [quote]

yeah, it is awesome.
when the whole engine is finished, do you want to recreate Secret Of Mana 2 (Seiken Densetsu 3) completly with it???
This would be cool. I know that this is a lot of work, but you could do it in a team. I think a lot of people would be willed to help on such a great project.

Good luck
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DrunkenCoder
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PostPosted: Sun Dec 21, 2003 11:28 am    Post subject: [quote]

The first looks awsome was me.

There seems to be a few problems though.
If you look at the bottom ridge close to the left staircase it seems that you got a backfaceing polygon.
Same goes for right stair second and third ridge.

Oh and is that the QB engine running 640x480?
Looks sweet anyhow.
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akOOma
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Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Sun Dec 21, 2003 11:39 am    Post subject: [quote]

His QB engine (320x200 => DQB, I think) has been ported to C++/Allegro
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DrunkenCoder
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PostPosted: Sun Dec 21, 2003 11:47 am    Post subject: [quote]

yeah I know =) that's why Im asking because the FPS seems a bit low to be the C engine.. but it could be the massive poly pushing being done that's to blame for that.
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akOOma
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Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Sun Dec 21, 2003 11:48 am    Post subject: [quote]

It must be the C/C++ port. If this was the QB engine, there couldn't be that high screen resolution, you know
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