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by Mechanist
Mon Apr 01, 2019 4:00 pm
Forum: Drakan Level Editing and Game Mods
Topic: New levels by YanGez93
Replies: 8
Views: 2000

Re: New levels by YanGez93

I have a lot of problems with ciliping failures and so on... Yes, those levels are very unfinished - also in that they lack proper collision on a lot of objects - so that is to be expected. I won't get into the technical details here, but the way object collision works in Drakan, it has absolutely ...
by Mechanist
Tue Mar 26, 2019 2:44 pm
Forum: Drakan Level Editing and Game Mods
Topic: New levels by YanGez93
Replies: 8
Views: 2000

Re: New levels by YanGez93

xxHyFoxx Hello :) It would be nice if you put a screen from which part of the temple. Which patch do you use, rather, I think that you have everything updated. Because I am doing levels on the latest AiO patch by UCyborg, I do not know that other players who use Community Patch by Mechanist may hav...
by Mechanist
Sat Mar 16, 2019 10:30 pm
Forum: Drakan Level Editing and Game Mods
Topic: New levels by YanGez93
Replies: 8
Views: 2000

Re: New levels by YanGez93

Some remarks concerning technicalities: Also, I recommend to set fog distance between 50%-70% If you want to limit the player to a particular range of fog values, do so with the Level Properties object class. Don't put that in the readme because no one will read it, and besides it would be extremely...
by Mechanist
Mon Mar 11, 2019 10:33 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

Ok, thanks. I've got a major update of my own patch coming up, with a lot of engine extensions. But it will take a few more weeks to wrap it up. So what was the deal with the loading times being affected by frame limiter/VSync? And do you think that could be related to the multiplayer "stuck at 99% ...
by Mechanist
Fri Feb 22, 2019 1:57 pm
Forum: Drakan Level Editing and Game Mods
Topic: Guidelines for optimizing object models + test results
Replies: 0
Views: 1282

Guidelines for optimizing object models + test results

I've done some research into optimizing objects for maximum framerates, for use in the new MP map we're currently making. This was accomplished by setting up a "test case" level with nothing but the camera, sky, 4 ground tiles, and 4126 copies of an object model used by a "Building" class. This resu...
by Mechanist
Fri Feb 22, 2019 7:06 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Drakan Order of the Flame Sound Effects and OST?
Replies: 6
Views: 2851

Re: Drakan Order of the Flame Sound Effects and OST?

There's no need for any such crude workarounds anymore. Now we have BuXXe's DB Reader tool which can export the sound files directly out of the Drakan databases as .wav files. BuXXe also made an experimental RRC reader tool which allows extracting the game music from the Music.RRC file. That tool is...
by Mechanist
Fri Feb 15, 2019 4:28 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Discovered some new commands/cheats!
Replies: 4
Views: 3345

Re: Discovered some new commands/cheats!

I've figured out some more about what the PANSHOT code does. As far as I can discern, it just takes a perfectly normal screenshot... then rotates the player 90 degrees counterclockwise . Not sure what the number in the filename is, though. At first glance it appeared to be related to the camera's Y-...
by Mechanist
Sun Feb 10, 2019 9:05 am
Forum: Drakan: TAG (PS2) Game Discussion
Topic: Landscape Concept Art
Replies: 3
Views: 1333

Re: Landscape Concept Art

Interesting, so it looks like by the time of Drakan2 they have already modified the engine to fade out distant geometry instead of (or in addition to) fogging it - exactly what I'm doing now with the OOTF engine, since I need that feature for the new MP map we're making. Also in the 2nd screenshot, ...
by Mechanist
Sun Dec 30, 2018 4:30 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

Huh, very odd.

I wouldn't bother with it though; not only is it unimportant from a practical standpoint, but eventually I'll just replace the functions which draw messages to the screen with my own code, which does not.
by Mechanist
Sun Dec 30, 2018 12:41 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

I think that one happens because of the window contents becoming reset by the subsequent draw calls?
by Mechanist
Sun Dec 30, 2018 9:24 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

I'm just getting really tired of having to deal with the dedicated server and all the technical issues that come with it and its broken-ass console display. Another bug with it is that the console display is sometimes missing entire rows of pixels in the displayed text, making some of the text mangl...
by Mechanist
Sat Dec 29, 2018 9:45 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

Hmm, some quick testing shows that although the SERVER does not actually request any 3D caps, the Riot Engine Options dialog for the server DOES require 3D caps. Ridiculous, if you ask me... That's why it did not work for me in that case, since there were no preexisting registry settings so it autom...
by Mechanist
Fri Dec 28, 2018 10:35 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

Because I tried running it on a non-3D-capable card? Also, IIRC the server code specifically calls a Direct3D function which asks for 3D caps, I remember having to deal with that in my NULL renderer. In fact, I'd have to look it up in Olly again, but there's a check that specifically bails out with ...
by Mechanist
Fri Dec 28, 2018 2:41 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

One minor quirk here; you can't disable audio through GUI if no audio devices are found. Irrelevant starting with next CP release, since all the settings are now in a per-user INI file (in human-readable format) and not in the registry. Anyway, it's just that kind of thing that would be done if mor...
by Mechanist
Fri Dec 28, 2018 3:31 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 101132

Re: Widescreen hack and some other fixes aka AiO Patch

Ok, nice. But skipping audio enum helps... with what, exactly? Audio devices do not appear to be needed anyway (since you can disable audio in the options), and in any case an audio device of some sort can be reasonably expected to be present on mostly any x86-compatible computer hardware nowadays. ...

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