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Datum: 1.3.2006 21:41
Name: Ripper
Homepage:
Kommentar:
*lol* I had to split this message into four pieces. Please start reading with the fourth message and then upwards ;)

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*lol* You were that guy? Well, without knowing who was posting it, this really wasn't funny at all. But even if I had known, it would not have been the best message to leave in a guestbook in Germany ;)

So, happing wolfing to all of you :D


Datum: 1.3.2006 21:41
Name: Ripper
Homepage:
Kommentar:
- I still have no idea, what exactly causes this bug. I'll have a look at this, too, but I can't promise anything.

- Well, about the scalers: Here's what John Carmack wrote about it:
"The dynamically compiled scaling routines are now a Bad Thing.
On uncached machines (the original target) they are the fastest
possible way to scale walls, but on modern processors you just
wind up thrashing the code cash and wrecking performance.
A simple looping texture mapper would be faster on 486+ machines."
I think the same way, but I don't know what weird shit Windows' virtual dos machine is doing, so perhaps one could just give it a try. But I think, I'll first check the other two things, so this could take some months... (You know that room in Dragonball Z, where the time is running much slower than in the real world. I'd love to get my hands on it ;))

Well, writing the bitmap out byte per byte wasn't really the best idea. But as I didn't have much memory in the standard wolf version, I had to do it that way. But I guess, I would never have thought of this again, when I had waited in front of my computer for the screen grabber to get finished ;) Good work!

- My knowledge about the sound stuff mainly comes out of a few books. And then I tried to get VDMSound do what I want and messed up everything :D
It was quite a hard fight, which even made my release an altered version of VDMSound, so may be the compatibility to original soundblaster compatible cards was lost on that way. Hm, when I think about it, wasn't the latency still quite poor? Or did the VDMSound patch fix this?


Datum: 1.3.2006 21:39
Name: Ripper
Homepage:
Kommentar:
Well, perhaps you're right about that Carmack Mode. Those "That damned ChaosEdit messed up all my files! Of course I deleted everything instantly, but it's their fault!!" shouts were funny indeed, but weren't that positive for ChaosEdit's image ;)

What the!?! The MAXACTORS constant was set to 100!
Thanks, for telling me!
But 150 is the standard maximum value. OK, I increased MAXACTORS to 400, but the statictics will still mark the actor count as red when it's more than 150. Also there will be 50 sprites visible at the same time at maximum just like in the original Wolf.
What do you mean with "the sprite aspect is working great like you said"??

About Wolf4GW: As I mentioned above I really think it's amazing, that you continued part of the work on Wolf4GW. I guess, when you came up with the huge list of things that still needed to be done and then the frustration about the sound caused Wolf4GW to grow over my head. And I ran away... But real life was playing it's part, too, of course. So I'm extremely happy you fixed those things by yourself and I'll try to help with the things you've mentioned here:

- Pushwalls: Well, I already implemented 6/8 sides of the pushwalls (4 for vertical pushwalls and 4 for horizontal pushwalls = 8) in our secret new engine (another one which probably will never become released *lol*) (it's waiting for Wolf4GW to be "finished", too, by the way), but the raytracer had nearly been completely rewritten, so I don't know if it's applicable to a standard engine (it's already very complicated for the new engine and there it was planned to be working...). I'll have a look at it.


Datum: 1.3.2006 21:38
Name: Ripper
Homepage:
Kommentar:
@Andy: Well, you're right, but that would also mean, that I'd have to react on all the complains ;D That might be just to much in a short time and I can't handle this currently. So I made this silent release and waited for something to happen ;)

Yeah, I had a few looks at DHW (as guest) and saw that Chris fixed several things in Wolf4GW, what I really found awsome! I can't remember reading anything about TexZK's interest though.

@Chris: *g* I always liked to use guestbooks as a place for some little talks ;) Just saying "I was here... so what?" seems kinda useless, though it's still better than nothing.

I also like to view songs with MusicEdit! My wife made the suggestion, that I should add some checkboxes which allow you to see multiple channels at the same time. That would of course greatly help with "multivoiced tones" (or whatever you call these ;D). I'm happy you like it :D

The palette offset stuff is Andi's work. As far as I can remember I found it a bit uncomfortable. But it's been some time since I last checked it.
About the Load All: For some mods, I'd like it to automatically check the files inside a directory more deeply, cause it's not that funny to find out the correct files for say TrenchWarfare every time you want to open it ;D


Datum: 28.2.2006 6:29
Name: Chris Chokan
Homepage:
Kommentar:
Heh. I like how this guestbook is sort of like your own little forum.

I tried the new CE version too and it was pretty fun playing around with all that music stuff so far. I got the tabs for some Spear Resurrection songs from ChaosEdit and ended up playing them on my keyboard for hours. It's how I learned to play Lurking and Poundache Headache too. :D The palette offset stuff was rather interesting to play around with. I like it how the Load All can automatically detect what kind of extensions can be used. I'm thinking, maybe the default Carmack Mode should be Compatible instead of Best Result... some people don't seem to get it that they have to change it on their own to get the maps to work in Mapedit, and think it's an "error" with ChaosEdit - lol. I only noticed one bug so far, it's that the 3d Edit couldn't handle drawing all 129 guards on E6L8 on Death Incarnate, the bottom rows would be empty. I know Thomas is making some levels with more than 300 guards, so I'm guessing most of them wouldn't show in his levels... but I see the sprite aspect is working great like you said. Nice work on the music stuff so far there Ripper.

I'm still WOLF4GW for just about everything right now. It's alot easier to work with than the original source code. Making 128x128 or 256x256 maps is easy, whereas something like that would be nearly impossible in 16-bit. There are atlest three things I think would be fun to do still with it right now, all of which I believe you could do better than me because of your experience already. One is making the pushwalls viewable from all angles, one is finding a solution for the gap on walls bug, and the other is trying it with the original scalers (since I believe that would speed thing up alot when close to walls, and the extra memory saved probably isn't needed in 32-bit). If you can offer any help or advice on how to do any of these, it would be very interesting to hear. I noticed that anything in realtime goes slower in WOLF4GW, so I had to put your Tab-Z Screen Grabber into 320 byte buffers before sending them to "write" so it would go as fast as it did in Borland. It's fun learning these tricks and how to apply them well. I think the sound issues people have mentioned might be easy to fix, it would just require giving people some custom exes with debugging options to test on their computer to see how they act all in different situations. I think figuring all that out and nailing those would be quite fascinating, not frustrating, personally. That's part of what everything fun and interesting in the end, right? ;) My knowledge on how all the sound stuff works is pretty limited, but I would enjoy hearing more on how it works, if you're interested in sharing more on how some things you have in ID_SD are managed (what you wrote already in the WOLF4GW is quite interesting).

Anyway, I was just planning on sending you my ChaosEdit pre-v1.2 tests by e-mail, but seeing Andy post here, I thought I midaswell join the Guestook route too. I guess I should mention, I was the one who wrote that message by "Adolf" about a month ago in your guestbook. I saw someone write something similar by Trans Grosse on the Dome guestbook and thought it was hilarious, though I guess you didn't find it as humourous because it got deleted. LOL.

Hope you're having a fun time with everything Ripper.


Datum: 28.2.2006 3:54
Name: Andy_Nonymous
Homepage:
Kommentar:
The new CE version might get more exposure if you post about it at DWH :-D. I happened to come by here yesterday by chance and was surprised that a release was made without any mention at DHW. As for WOLF4GW, it seems stable and runs fine in Win98. Chris Chokan has done some patches to it and TexZK has expressed interest in working on it; maybe you could hand it off to him. It would be a shame to let it stall like this. Have you even checked DHW out since 11 October 2005?

Andy


Datum: 27.2.2006 23:39
Name: Ripper
Homepage:
Kommentar:
Well, alive and learning ;D

But I'm currently not that interested in Wolf either. Especially that there were so many troubles with Wolf4GW on other computers, was very frustrating so that my interest in Wolf4GW became near to zero... Though it was quite promising... *sigh*

But did anybody try out the new CE version?


Datum: 26.2.2006 23:36
Name: Andy_Nonymous
Homepage:
Kommentar:
Hey Ripper! Some of us miss you at Die Hard Wolfers Forum ... glad to see you are still alive!
:-)

Andy


Datum: 20.2.2006 17:30
Name: Ripper
Homepage:
Kommentar:
Hallo Mui! ;D


Datum: 10.2.2006 19:23
Name: Mu
Homepage:
Kommentar:
Hallo Moi!


 

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