04-25-2008, 01:54 AM | #1 |
HRP Problems
It has been pointed out to me about the still remaining bug in the HRP regarding the Punchstick.
So before I put together a repaired and updated HRP could the authors please correct their filenames as this is where the Punchstick went wrong in the first place. We need some sort of filenaming convention else things get terribly mixed up. For instance all md2/md3 filenames should start with the Texture or Sprite number. Number_Description.md3 Number_Description.png Example: 5061_sword.md3 5061_sword.png Currently I have a mix bag of stuff which I find in the threads or that get sent to me. For instance I have a Toolbox.md3 which should read 1813_Toolbox.md3 and 1813_Toolbox.png I also have a Coin.md3, a Cardlock.md3, a Keycard.md3 (2 different ones of same name) Once these are put together it is very hard to figure what belongs to what. Current ones that need changing: medkit1.md2 and a MH_0051.png es_0712.md2 and es_0712.png Possibly also the accesscard.md3 and keycard.md3 need prefix numbers. So as soon as these are corrected and or any additions added, I'll hang on with the update.
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http://www.proasm.com |
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04-27-2008, 12:30 PM | #3 |
Re: HRP Problems
I would also like to point out that artists should avoid capital letters. It makes it all simpler without capital letters since Linux is case sensitive.
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http://thaunandshad.com |
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09-26-2008, 02:47 AM | #4 |
Re: HRP Problems
Just found another quite serious bug in the HRP while testing menus here.
In the Font.def a dot (.) has been left out between the 2986 and the png :- definetexture 2986 0 0 0 -1 -1 highres/screen/fonts/menu_small/2986png Should read: definetexture 2986 0 0 0 -1 -1 highres/screen/fonts/menu_small/2986.png Please correct this in your SW_HRP.zip with Winzip as it becomes very noticable in SWP.
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09-26-2008, 03:25 AM | #5 |
Re: HRP Problems
Yeah you have right. Another typo bug.
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09-26-2008, 04:13 PM | #6 |
Re: HRP Problems
Good eye, ProAsm!
If SWP supports them, then all DEF syntax should be converted to the modern format. It's on the EDuke32 wiki. |
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09-27-2008, 01:35 AM | #7 |
Re: HRP Problems
SWP does support the "modern" DEF format although for myself I prefer the old format.
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09-27-2008, 05:43 PM | #8 |
Re: HRP Problems
I could work a little “replace all” magic. Hehe.
Maybe. |
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09-28-2008, 02:05 AM | #9 |
Re: HRP Problems
Go for it and lets see how it goes
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10-01-2008, 06:00 AM | #10 |
Re: HRP Problems
A Question...
Who determines the tints in the sw.def when the hrp is first put together ? Is this a SW default or where did the tints come from ? I ask this because this is where the whole problem lies regarding the text coloring as these tints are putrid to say the lease and once they are adjusted to represent a better RGB then all works great and I dont see it effecting the game at all either. Before: tint { pal 11 red 174 green 186 blue 142 flags 0 } // green tint { pal 13 red 148 green 192 blue 255 flags 0 } // blue tint { pal 14 red 255 green 110 blue 80 flags 0 } // red Adjusted to: tint { pal 11 red 16 green 240 blue 32 flags 0 } // green tint { pal 13 red 64 green 128 blue 255 flags 0 } // blue tint { pal 14 red 240 green 32 blue 16 flags 0 } // red
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http://www.proasm.com |
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10-01-2008, 08:13 AM | #11 |
Re: HRP Problems
I guess it was whoever was running the SWHRP at that time who did that.
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10-04-2008, 06:16 AM | #12 |
Re: HRP Problems
Tint values were all included by someone else when i started packing up all the new art. None of that stuff means anything to me and i left it all is it was trusting whoever created the code.
It is nice to see some work on the HRP at the moment though and good integration of it in SWP etc. Nice to see some "scheme" being used to for naming etc.
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hitm4n |
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10-04-2008, 10:38 AM | #13 |
Re: HRP Problems
I'm glad to be of help.
I think that a new version should be released once:
Whatever happened to the Rocket Launcher and Railgun models that were in the works? If their source is released, then work could continue on them. |
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