Search found 9 matches

by Smoke
Thu Nov 08, 2012 12:11 pm
Forum: Exult Discussion
Topic: Reply: Exult Port
Replies: 2
Views: 246

Reply: Exult Port

Quote: "Exult is a new game engine for Ultima VII parts I and II. Saying you are writing a new engine for Exult shows a deep lack of understanding of this fact: what you are doing is a new engine for Ultima VII. Depending on what you do, it will be more or less compatible with Exult. If you are...
by Smoke
Wed Nov 07, 2012 12:24 am
Forum: Exult Discussion
Topic: Compiling - MSVC 2010
Replies: 5
Views: 686

Re: Compiling - MSVC 2010

Yeah, it seems that way, I think the last supported version was VC6. (MSVC 2010 = VC10) Anyways, I've already started making a new Exult engine using C#\SlimDX. I've made a LOT of rapid progress, and added tons of features they've wanted to add themselves, and more. For example, I've implemented a p...
by Smoke
Tue Nov 06, 2012 4:54 pm
Forum: Exult Discussion
Topic: Compiling - MSVC 2010
Replies: 5
Views: 686

Re: Compiling - MSVC 2010

I've decided to 'port' Exult into my own custom game engine. (XP\Vista\Win7\VS10+\DirectX 9) I'm basically rewriting it from scratch. (I've already gotten a lot of stuff rewritten, just finished writing a new Flex file parser.) --- Ultima VII Data File (C) 1992 Origin Inc. FFFF1A00 2560 CC carpet si...
by Smoke
Tue Nov 06, 2012 3:37 am
Forum: Exult Discussion
Topic: Compiling - MSVC 2010
Replies: 5
Views: 686

Re: Compiling - MSVC 2010

I wanted to remove the possibility that my self compiled libs were causing problems, so, I recompiled with libogg\vorbis set to use /mt rather than /mtd, and these are the results. ------------ Error 1 error U1073: don't know how to make 'tools/expack.o' C:\Users\Smoke\Desktop\exult\msvcstuff\NMAKE ...
by Smoke
Mon Nov 05, 2012 3:49 pm
Forum: Exult Discussion
Topic: Compiling - MSVC 2010
Replies: 5
Views: 686

Compiling - MSVC 2010

This project won't compile using this IDE. I've tried both VC++ related .sln files, one fails to update to a valid VC10 project, the one that does update "msvcstuff" still refuses to compile properly. The first error is: #elif (_MSC_VER == 1300 || _MSC_VER == 1400) #else #error Unknown Ver...
by Smoke
Sun Nov 04, 2012 1:07 am
Forum: Exult Discussion
Topic: Rotate graphics 45 degrees to be upright?
Replies: 115
Views: 38809

Re: Rotate graphics 45 degrees to be upright?

"Before arguing for matrices please take a look at our code and see if that is even applicable. Same for zooming..." I don't need to see your code to make this determination. It's a basic and fundamental aspect of rendering that applies to every single graphics API that I've ever used, and...
by Smoke
Sat Nov 03, 2012 12:34 pm
Forum: Exult Discussion
Topic: Rotate graphics 45 degrees to be upright?
Replies: 115
Views: 38809

Re: Rotate graphics 45 degrees to be upright?

"not wanting to put the slightest bit of effort in attempting to get updated in the topic" I read the topic(mostly), and I saw the patch. But, I think you're killing performance, and likely causing bugs by doing it that way, so, I offered another option. Regardless, I was completely up to ...
by Smoke
Fri Nov 02, 2012 7:43 pm
Forum: Exult Discussion
Topic: Rotate graphics 45 degrees to be upright?
Replies: 115
Views: 38809

Re: Rotate graphics 45 degrees to be upright?

There doesn't seem to be an "edit" button. ? Anyways, I just wanted to add that the majority of games use a matrix for handling rendering, and since the matrix does all the math for you, it will likely make the game run better, or at least feel better\smoother. (Google should get you sorte...
by Smoke
Fri Nov 02, 2012 6:15 pm
Forum: Exult Discussion
Topic: Rotate graphics 45 degrees to be upright?
Replies: 115
Views: 38809

Re: Rotate graphics 45 degrees to be upright?

I'm sorry, I didn't read this entire topic, but, the solution to this is simple, assuming you use a matrix. You just setup up your rendering to use a matrix, apply a rotation to matrix for the world, objects, etc, excluding UI, and other things you don't want rotated. Seriously, use a matrix, it's t...