Search found 9 matches
- Thu Nov 08, 2012 12:11 pm
- Forum: Exult Discussion
- Topic: Reply: Exult Port
- Replies: 2
- Views: 257
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...
- Wed Nov 07, 2012 12:24 am
- Forum: Exult Discussion
- Topic: Compiling - MSVC 2010
- Replies: 5
- Views: 699
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...
- Tue Nov 06, 2012 4:54 pm
- Forum: Exult Discussion
- Topic: Compiling - MSVC 2010
- Replies: 5
- Views: 699
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...
- Tue Nov 06, 2012 3:37 am
- Forum: Exult Discussion
- Topic: Compiling - MSVC 2010
- Replies: 5
- Views: 699
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 ...
- Mon Nov 05, 2012 3:49 pm
- Forum: Exult Discussion
- Topic: Compiling - MSVC 2010
- Replies: 5
- Views: 699
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...
- Sun Nov 04, 2012 1:07 am
- Forum: Exult Discussion
- Topic: Rotate graphics 45 degrees to be upright?
- Replies: 115
- Views: 39744
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...
- Sat Nov 03, 2012 12:34 pm
- Forum: Exult Discussion
- Topic: Rotate graphics 45 degrees to be upright?
- Replies: 115
- Views: 39744
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 ...
- Fri Nov 02, 2012 7:43 pm
- Forum: Exult Discussion
- Topic: Rotate graphics 45 degrees to be upright?
- Replies: 115
- Views: 39744
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...
- Fri Nov 02, 2012 6:15 pm
- Forum: Exult Discussion
- Topic: Rotate graphics 45 degrees to be upright?
- Replies: 115
- Views: 39744
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...