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New Plug-in: Levelwalker -- now with Collision!
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Sep 27, 2007 4:33 pm    Post subject: Reply with quote

Ah. You need the DEBUG version of the vcredist for the debug build, because the linker isn't smart enough to merge the std::string symbols in debug mode. Hmm.

Yet another build: http://levelwalker.googlecode.com/files/levelwalker-2007-09-27a.zip

Have at it!
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Mr.Fletcher
DeleD PRO user


Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Thu Sep 27, 2007 4:42 pm    Post subject: Reply with quote

Ok it runs pretty well now!
But it doesn't display transparent .tga textures, as I noticed.
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Sep 27, 2007 8:41 pm    Post subject: Reply with quote

No, no transparency yet, because there's no good way to set the blending mode in the material editor. I could assume one particular transparency mode, but then everyone using something else would be annoyed.

I also don't yet have a way to mark materials as non-collidable. Nor do I have a mode that renders fixed-function lighting instead of light mapping. So much to do :-)

Btw: all the code is open source. You can check it out and add features if you want. Hint, hint.
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Fri Sep 28, 2007 4:12 am    Post subject: Reply with quote

Well...I got something new lmao.

Says I have outdated OpenGL (need v1.3), then after that window it crashes like before... Very Happy. Not sure if it'll work on newer ATI cards or not - mine's pretty old...
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Fri Sep 28, 2007 2:43 pm    Post subject: Reply with quote

Pretty much any card should do OpenGL 1.3 these days (which is what's required). What ATI card, and what driver version?
If you download GLInfo, what does it say about the version?
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