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Everything posted by Antidote
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https://www.youtube.com/watch?v=QkGT1Wjk2PI I'm a huge Hatsune Miku fan :3
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UPDATE: Map support is being worked on right now. It's about 50% (more like 48.somerandomnumberhere%) buuuuutttttt Don't go getting too excited though, this is ONLY the collision data, nothing else. However everything is currently getting loaded and it just needs to be accessed, a vertex list created, and displayed.
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The framerate can be capped in the console, It's set using a CVar. The reason i have the framerate so high is so i can quickly tell when something has gone awry with something, the first thing to take a hit will be the framerate.
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It's official, the console is complete (well nearly) So here is a peak at it
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What could/should/would Nintendo do to save themselves?
Antidote replied to I M Evil's topic in General Gaming
To be honest, i don't play games for realism. -
Most of the depends (other than SFML) are compiled into Sakura, and anything linux specific is ifdef'd Also Console Get:
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My name originates back in '03 I was playing Quake 3 and had just joined a clan and it was the first thing that popped in my head.
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I haven't tested it on anything but Arch and windows so that's a good point.
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[antidote@localhost MapCompiler]$ time ./mapcompiler EasternPalace.tmx Writing header...Writing tilesets...Writing layer 0...Counting tilesGot 12474 tilesWriting tilesWriting layer 1...Counting tilesGot 101 tilesWriting tilesWriting layer 2...Counting tilesGot 679 tilesWriting tilesWriting collision data...DoneWrote 205344 bytes to EasternPalace.zmap real 0m2.221suser 0m1.900ssys 0m0.307s 2 Seconds to convert over 12k tiles? not bad not bad at all
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No need, It's primarily being developed on Arch Linux ;P
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@heavy the checksum is an easy fix: https://github.com/DragonMinded/libdragon/blob/master/tools/chksum64.c#L151 All dev's would have to do is convert it to their language of choice.
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If you're wanting to go that far, it's easier just to start from scratch. But from what I can tell, it's not quite THAT far yet.
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Started working on Game States and their related screens: I'm going to start map support tomorrow definitely.
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After quite a few runtime issues which resulted in me compiling my own SFML library and reinstalling Mingw, I got Sakura running on windows with complete feature parity. There is only one thing missing and it's really not important: Blinking text on fatal error.
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Sakura now queries all relevant hardware (working on RAM) and prints it to the newly written log class: [Info] Built using SFML 2.1 ***********************************************************[Info] CPU AuthenticAMD, SSE, SSE2, SSE3, 64-bit support[Info] GL_VENDOR NVIDIA Corporation[Info] GL_RENDERER GeForce 9800 GTX+/PCIe/SSE2[Info] GL_VERSION 3.3.0 NVIDIA 325.15[Info] GL_EXTENSIONS:GL_ARB_arrays_of_arraysGL_ARB_base_instanceGL_ARB_blend_func_extendedGL_ARB_clear_buffer_objectGL_ARB_color_buffer_floatGL_ARB_compatibilityGL_ARB_compressed_texture_pixel_storageGL_ARB_conservative_depthGL_ARB_copy_bufferGL_ARB_copy_imageGL_ARB_debug_outputGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_elements_base_vertexGL_ARB_draw_instancedGL_ARB_ES2_compatibilityGL_ARB_ES3_compatibilityGL_ARB_explicit_attrib_locationGL_ARB_explicit_uniform_locationGL_ARB_fragment_coord_conventionsGL_ARB_fragment_layer_viewportGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_no_attachmentsGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_geometry_shader4GL_ARB_get_program_binaryGL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_imagingGL_ARB_instanced_arraysGL_ARB_internalformat_queryGL_ARB_internalformat_query2GL_ARB_invalidate_subdataGL_ARB_map_buffer_alignmentGL_ARB_map_buffer_rangeGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_occlusion_query2GL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_program_interface_queryGL_ARB_provoking_vertexGL_ARB_robust_buffer_access_behaviorGL_ARB_robustnessGL_ARB_sampler_objectsGL_ARB_seamless_cube_mapGL_ARB_separate_shader_objectsGL_ARB_shader_bit_encodingGL_ARB_shader_objectsGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shading_language_420packGL_ARB_shading_language_includeGL_ARB_shading_language_packingGL_ARB_shadowGL_ARB_stencil_texturingGL_ARB_syncGL_ARB_texture_border_clampGL_ARB_texture_buffer_objectGL_ARB_texture_buffer_rangeGL_ARB_texture_compressionGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_multisampleGL_ARB_texture_non_power_of_twoGL_ARB_texture_query_levelsGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_texture_rgb10_a2uiGL_ARB_texture_storageGL_ARB_texture_storage_multisampleGL_ARB_texture_swizzleGL_ARB_texture_viewGL_ARB_timer_queryGL_ARB_transpose_matrixGL_ARB_uniform_buffer_objectGL_ARB_vertex_array_bgraGL_ARB_vertex_array_objectGL_ARB_vertex_attrib_bindingGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_vertex_type_2_10_10_10_revGL_ARB_viewport_arrayGL_ARB_window_posGL_ATI_draw_buffersGL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_S3_s3tcGL_EXT_texture_env_addGL_EXT_abgrGL_EXT_bgraGL_EXT_bindable_uniformGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_Cg_shaderGL_EXT_depth_bounds_testGL_EXT_direct_state_accessGL_EXT_draw_buffers2GL_EXT_draw_instancedGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXTX_framebuffer_mixed_formatsGL_EXT_framebuffer_multisample_blit_scaledGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_packed_pixelsGL_EXT_pixel_buffer_objectGL_EXT_point_parametersGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_shader_objectsGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EXT_texture3DGL_EXT_texture_arrayGL_EXT_texture_buffer_objectGL_EXT_texture_compression_dxt1GL_EXT_texture_compression_latcGL_EXT_texture_compression_rgtcGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lodGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_shared_exponentGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_storageGL_EXT_texture_swizzleGL_EXT_timer_queryGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_EXT_x11_sync_objectGL_EXT_import_sync_objectGL_IBM_rasterpos_clipGL_IBM_texture_mirrored_repeatGL_KHR_debugGL_KTX_buffer_regionGL_NV_blend_squareGL_NV_conditional_renderGL_NV_copy_depth_to_colorGL_NV_copy_imageGL_NV_depth_buffer_floatGL_NV_depth_clampGL_NV_ES1_1_compatibilityGL_NV_explicit_multisampleGL_NV_fenceGL_NV_float_bufferGL_NV_fog_distanceGL_NV_fragment_programGL_NV_fragment_program_optionGL_NV_fragment_program2GL_NV_framebuffer_multisample_coverageGL_NV_geometry_shader4GL_NV_gpu_program4GL_NV_half_floatGL_NV_light_max_exponentGL_NV_multisample_coverageGL_NV_multisample_filter_hintGL_NV_occlusion_queryGL_NV_packed_depth_stencilGL_NV_parameter_buffer_objectGL_NV_parameter_buffer_object2GL_NV_path_renderingGL_NV_pixel_data_rangeGL_NV_point_spriteGL_NV_primitive_restartGL_NV_register_combinersGL_NV_register_combiners2GL_NV_shader_buffer_loadGL_NV_texgen_reflectionGL_NV_texture_barrierGL_NV_texture_compression_vtcGL_NV_texture_env_combine4GL_NV_texture_expand_normalGL_NV_texture_multisampleGL_NV_texture_rectangleGL_NV_texture_shaderGL_NV_texture_shader2GL_NV_texture_shader3GL_NV_transform_feedbackGL_NV_vdpau_interopGL_NV_vertex_array_rangeGL_NV_vertex_array_range2GL_NV_vertex_buffer_unified_memoryGL_NV_vertex_programGL_NV_vertex_program1_1GL_NV_vertex_program2GL_NV_vertex_program2_optionGL_NV_vertex_program3GL_NVX_conditional_renderGL_NVX_gpu_memory_infoGL_SGIS_generate_mipmapGL_SGIS_texture_lodGL_SGIX_depth_textureGL_SGIX_shadowGL_SUN_slice_accum[Info] GL_DEPTH_BUFFER_BIT 0[Info] ALC_DEVICE_SPECIFIER OpenAL Soft[Info] ALC_EXTENSIONS:ALC_ENUMERATE_ALL_EXTALC_ENUMERATION_EXTALC_EXT_CAPTUREALC_EXT_thread_local_contextALC_SOFT_loopback ***********************************************************[Info] Mounting archive: data/pak0.pak[Info] Precaching font fonts/arial.ttf... done.[Info] Precaching sound sounds/LTTP_Link_Hurt.wav... done.[Info] Loading texture sprites/link.png... done.[Info] Loading texture sprites/octorok.png... done.[Info] Loading texture sprites/heartpickup.png... done.[Info] Precaching sound sounds/LTTP_Item.wav... done.
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What could/should/would Nintendo do to save themselves?
Antidote replied to I M Evil's topic in General Gaming
Nintendo was actually a little bit ahead of Sony in that regard. The main problem is the fact that the idiots at EA were sneering at them, and Ubisoft tends to follow EA like a lost puppy. -
XD no The engine has support for custom pak files, it'll enumerate all the pak files at boot and precache certain files. YAY PAK FILES!!!
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SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Nice, the only thing I'm having a problem with is that scroll bar for alpha. I think there is a C# Control for it somewhere. EDIT: After some searching I found this: http://cyotek.com/blog/colorpicker-controls-for-windows-forms Probably a bit much, but you could yank the alpha control from it if you desire lol -
Been tinkering with Physics FS, and I must say i'm impressed with what I see. Sakura will use Physics FS to support pak files similar to Quake3 :3 You guys know what that means ;P
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What could/should/would Nintendo do to save themselves?
Antidote replied to I M Evil's topic in General Gaming
The Xbox one has very little support from the consumers right now. It's pretty early to say how it will fair. -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
It's all good xdan, we've all got stuff we need to do, projects have to take a back seat sometimes. -
Well, with the compiler finished I thought I'd show off it's Usage banner: Don't try accessing the repo at that link just yet.
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I'm hoping to match ALTTP's difficult but fair (Moldorm accepted) difficulty. It will largely depend on the AI. The controls (the ones that exist) are pretty tight right now, but they'll definitely be configurable. And gamepad support is definitely planned.
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That's actually what I've been doing. I have some notes written down somewhere, but I haven't actively been writing everything down, though i probably should.
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Found it and got the raid, Here is the fix: https://code.google.com/p/tmx-parser/issues/attachmentText?id=28&aid=280003000&name=tilefix.patch&token=Mvi40j1cBAl-nxYeHuTeaU8tur8%3A1376084687432 The reason I went with Sakura was to avoid using a zelda related name actually. Didn't want to make it too much of a cliche lol.