Modernization Kit Beta Thread 2
by ArmedGeek · in Torque Game Engine · 06/27/2007 (8:46 pm) · 344 replies
I think it is way past time to create a new thread for MK.
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
#2
Also, I didn't really update MK at all, just merged the code into 1.5.2. I was a real pain (interiorRender.cc) but as seen in carl.lscode.net/interior.html it does work. Hell, for the most part I don't even know how most of the stuff in interiorRender.cc works. My programming skills are intermediate, but my hacking skills are excellent. I can usually make it work, I just don't always know why it works.
06/27/2007 (9:13 pm)
Yeah, well, when I'm at work I use dialup and it was getting silly loading that thread.Also, I didn't really update MK at all, just merged the code into 1.5.2. I was a real pain (interiorRender.cc) but as seen in carl.lscode.net/interior.html it does work. Hell, for the most part I don't even know how most of the stuff in interiorRender.cc works. My programming skills are intermediate, but my hacking skills are excellent. I can usually make it work, I just don't always know why it works.
#3
06/28/2007 (1:22 am)
Nice idea start a new threat, the other was way huge!
#4
Cheers
andi
07/07/2007 (3:11 am)
ArmedGeek, do you managed already to port over to 1.5.2 Win32 sucessfully? ALso, did you try with AFX? Does it work there also?Cheers
andi
#5
07/07/2007 (12:08 pm)
Andi - Our codebase has Tge 1.5.2, AFX and mk all merged so I can assure you that it works perfectly :)
#6
That said, if y'all really want it, i can find a place to put it so y'all can download it.
07/07/2007 (4:22 pm)
I don't have AFX, so there really isn't anything I can do with that. Otherwise, it seems that there is not much point in merging the existing MK into 1.5.2 since Alex has returned to working on it. I'd think it would be better to wait for him to kick out another version.That said, if y'all really want it, i can find a place to put it so y'all can download it.
#7
07/07/2007 (5:38 pm)
I'll glady provide some space for me on you my host. Email me at chiplambert@crusader-games.com if you are interested.
#8
07/08/2007 (5:12 am)
As AFX is a seperately licensed product I can't see Jeff being happy with any of us hosting the source code on another site for others to access even if it is password protected anyone can get hold of passwords. I created a thread here for just this kind of thing to try and get some support for GG hosting an SVN server so we could merge code and place it there but unfortunately either nobody has read it or wasn't interested.
#9
07/08/2007 (7:26 am)
I thought he had a new build of the Moderization Kit in general and was needing space for it.
#10
07/08/2007 (2:10 pm)
Hey, is this new build going to be compatible with Linux as well? I don't have Mac so I'd rather prefer to test this thing on Linux and Windows instead. So is ArmedGeek still working on the Linux version for the new build?
#11
Edit: I'm still undecided as to whether I'll be continuing to use TGE (I'm looking hard at C4), but my future with TGE really hinges on MK
07/08/2007 (4:22 pm)
I'll do my best to make sure new builds from Alex work on Linux. I also sent Chip a copy of the MK for 1.5.2, i'm sure he'll post a link as soon as he can.Edit: I'm still undecided as to whether I'll be continuing to use TGE (I'm looking hard at C4), but my future with TGE really hinges on MK
#12
07/08/2007 (7:41 pm)
I'm having trouble getting to my web server right now for some reason. Would anyone object if I put it on TDN for now?
#13
07/08/2007 (7:59 pm)
@Chip-If you can't get it hosted pretty soon, let me know. I have space I can host it on.
#14
Username: torqueUser
Password: tMK60152
In other news, as previously stated, I am actively working on the MK again. I've been doing a fair amount of restructuring of existing code, and I'm currently writing a completely new interior renderer which will improve performance and work around some annoying glitches in nVidia drivers. I am also looking into some modification of the water code to increase rendering speed and avoid the use of user set clip planes (which cause far too much trouble for what you get). This is in addition to the existing improvements made in build 11, which include
Support for multiple reflecting/refracting water blocks
Control over water shader parameters from the mission editor
Only renders reflections when the water block is in view
Intelligent reuse of graphics resources when possible (reduces render texture VRAM usage by up to 40%!)
Batched deletion of unused graphics resources for improved performance
Experimental Linux support, provided by ArmedGeek
07/08/2007 (8:36 pm)
Oh, hey, I do have ArmedGeek's 1.5.2 port of the MK. I should put that up. Go grab it here!Username: torqueUser
Password: tMK60152
In other news, as previously stated, I am actively working on the MK again. I've been doing a fair amount of restructuring of existing code, and I'm currently writing a completely new interior renderer which will improve performance and work around some annoying glitches in nVidia drivers. I am also looking into some modification of the water code to increase rendering speed and avoid the use of user set clip planes (which cause far too much trouble for what you get). This is in addition to the existing improvements made in build 11, which include
Support for multiple reflecting/refracting water blocks
Control over water shader parameters from the mission editor
Only renders reflections when the water block is in view
Intelligent reuse of graphics resources when possible (reduces render texture VRAM usage by up to 40%!)
Batched deletion of unused graphics resources for improved performance
Experimental Linux support, provided by ArmedGeek
#15
07/08/2007 (8:46 pm)
Thanks Alex. My FTP is down so I couldn't upload the one ArmedGeek sent me.
#16
07/08/2007 (10:30 pm)
WOO HOO!!!
#17
Fat chance of finding them, but I'll sleep better at night!
07/09/2007 (1:19 am)
DTS normal mapping! Bah, I wish. When I get the next version of MK (I stuffed up mine trying to add an outdated stencil shadows resourse...), I'm going to take a look and see if I can find those mythical three lines of code...Fat chance of finding them, but I'll sleep better at night!
#18
Don't give up on TGE, for the sake of all the noobs like me at least :P
Going to wait for the next build by Alex. Thanks a lot guys.
07/09/2007 (2:31 am)
@ArmedGeekDon't give up on TGE, for the sake of all the noobs like me at least :P
Going to wait for the next build by Alex. Thanks a lot guys.
#19
Believe me, I'd be no great loss. It may seem sometimes that I know what I'm doing, but don't let that fool you. I spend most of my time lost and confused.
07/09/2007 (2:24 pm)
@NikhilBelieve me, I'd be no great loss. It may seem sometimes that I know what I'm doing, but don't let that fool you. I spend most of my time lost and confused.
#20
07/10/2007 (12:55 am)
As do most of us. Those who don't work for GG :-)
Torque Owner Ronald J Nelson
Code Hammer Games