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Release has now been uploaded, for teh lulz to motivatez y'allz right here y0 d4wg |
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Intro:
The game in general baoots, with still only 1 prerequisite required pak0.pak. This is something code related that I can at least fix.
Other than that you'll need to supply the shaders_vkpt folder in the '/basepoly/" folder, and place the correlating clgame.dll, svgame.dll, and place the Polyhedron.exe in the folder.
By doing so, hell, one could also "start a mod", after all,
Polyhedron.exe +game some_funky_test
would already have it read the game data and code from the mod's folder.The result... is that I could only load maps from pak0.pak lol, and well.. for whatever reason it has my old mainmenu.bsp in it also:

Now what:
Well, we'll have to communicate better between team art and team code. We're on both sides running ahead and behind of each other, maybe @dougmnyc could step in here and get some flow going.
Repositories can have their own projects, as well as organisations can have them, and teams can so too. It's a bit of an interwoven thing that I am still figuring out myself as well. If done properly though, since we can post issues in this repository too <-- Then we won't forget things, we can read back upon things, version things, categorize stable and precise data releases. This is important. Because right now every person in our team is running some other game data folder. Most of the data is consistent but also IDTech or whomever owns it, and not our own.
Then there is one more thing, please discuss folder structures with me and/or other devs aside. We won't go bitch about your art, but the filenames and/or where things are located at may be quite important as odd as it may seem to some of you.
Now for the lulz... I think everbody could use a working binary (Oh my, can't select/customize your player? Well boy, that's because there aren't any models for these n00blets yet. New game dun work? Yeah true, too technical to explain, just open the console type 'map' hit tab, and choose a pak0.pak map. Some entities work, some don't. This is the state Polyhedron is at unless we get better team coordination between code and art.) Alpha 0.4.0
Better coordination between code and art. Right now, there's some work to be done on the IQM renderer and game code so it'll play animations according to an IQM its Animation's own FPS setting. Regardless of the tick rate that the game dll runs at. And so on, and on.
For small quick info, please ask me on Discord, or any of the other few devs. For something that may turn out to become a bigger topic, you know where to find our repository and ask things. It's what this entire Git thing is for. It WILL work.
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