Joseph Carter wrote:
>
<snip>
> > <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...
They can be rightside up??
> The SDL_image PNG loader is virtually the libpng example source.
So use 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 fringe things are never well documented.
> > > > 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.
Fading in and out wav files was what SiN did, it was quite effective,
some of the best dynamic music I've heard in a game.
Fading is clearly a good idea, but it doubles (or worse) the throughput,
whether from CPU (mod music and mp3) or disk (mp3 and wav).
But I still think it's necessary due to how good it sounds.
> > > 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.
You can read it at .25 sec, what you're referring to is at more like
0.005 sec :)
> --
> 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.
>
> ------------------------------------------------------------------------
> Part 1.2Type: application/pgp-signature
--
LordHavoc
Senior Editor for http://www.gamevisions.com
A member of the Brotherhood of The Axe game clan.
Author of DarkPlaces Quake1 engine and mod (
http://darkplaces.gamevisions.com/ )
"War does not prove who is right, it proves who is left." - Unknown
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