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Rob Janes

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Posts posted by Rob Janes

  1. Which is essentially what I said, I mean we only need to include English but have the option available for players to change the dir of the string files. They can actually translate it themselves.
  2. The source code will be english obviously, but there's no reason that any UI elements can't be loaded from a proper text file, eg

    Data files\languages\en as an example. If we are going for professionalism, this would be a step in the right direction.
  3. Accounts were wiped, but we've added some new content! (The world is still early in development) At least now you can set out on your first adventure to get your trusty rusty sword, slash your way through thick bushes and head south into the town of Valenfall, where you can buy some clothing and find out a bit about your history and what you were doing in an old man's bed!
  4. For those who want to try out Splattered (currently on Hiatus - but want to see the power of TrueVision 3D (Dx9) and VB6…check this out...

    WARNING...HORRIBLE PROGRAMMER ART AND GUI!

    And yes I'm aware of the horrible lack of organization...this is what happens with early stages of development that was never meant to be shown...![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    [www.samugames.com/eclipse/SplatteredDev.zip](http://www.samugames.com/eclipse/SplatteredDev.zip)

    1\. Download and Install

    2\. In your C:\Program Files (x86)\Splattered Dev Build\ directory, you'll see Client/Server.

    3\. Launch the Server.exe

    4\. Launch SPLATTERED.exe

    5\. Login as Test/test or create your own account.

    6\. To start playing, on the Game tab hit "I'm ready" to toggle ready for the next match or "Oh Shit I'm not ready" to stay in the lobby

    7\. Profit!
  5. I plan to have extensive 'official' help files and documentation that will be included with the release ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
  6. Sekaru, go ahead and use the base you originally designed and port that into the networking base. There should be no issues using it on any video card that supports DX8, yes older video cards may not support NPOT textures, I'm aware of that, but it's 2013 almost…people need to get with the times.

    The rendering itself in Sekaru's DX8 base is more than sufficient for our needs.

    The only issue I foresee is users who use NPOT textures that work fine for themselves but then not for their players, but I'm willing to write documentation explaining this.

    Not to overthrow ya Exception, I just think if we are going to do it, we should do it with as little reliance on 3rd party code as possible, and keep it on par with similar engines as best as possible.
  7. I concur, we have our foundation planned out. Does anyone want to tackle adding D3D8 into the stock Mirage Chat source, or would you like me to do that this weekend? I can tackle it sometime tonight and tomorrow morning, going to a show at the Casino tomorrow night though.

    Basically right now, we just need to ability to Init DX8, the ability to Load Textures, Render Textures to a Surface (frm hWnd or PictureBox) and Render Text to the Surface. Once that base is done we'll decide our next plan of attack.
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