TheRektafire
TheRektafire
> @EludeQ no Assimp will not enough for full GoldSrc support, because of animations/skins/bodygroups and other stuff. And besides MDL we also need .spr/.wad formats HL1 wads are already supported...
I have my own gripes about the OBJ export (the main one being that brushes aren't combined into one mesh per entity which is what you generally will want when...
Yeah I'd personally save the time since initial game start to disk every frame, it's about as good as having a timer since it could persist between game loads but...
You can already do that by breaking up your map into separate brush entities, idk if qodot will crap itself if you don't have any worldspawn brushes but I don't...
Sounds like a gpu driver bug maybe? Are you on the latest version of the drivers, maybe try updating them and see if that helps
@deadhostdave for what it's worth I've been working on a blender script to convert objs exported from trenchbroom into a format that is importable into several different n64 games all...
Don't modules require building the entire engine to work? That's not exactly ideal especially for people who might not know how to do that, it's definitely a step up from...
> I wrote a very dirty Godot 4 extension in C++ using godot-cpp and part of EIRTeam's fork of libmap: https://github.com/codecat/godot-tbloader > > This allows importing `.map` files directly on...
> We already have escape sequences for that: > > ``` > #d utf32le("hello\u{1B}\u{01}\u{FF}\u{00}\u{00} world") > ``` > > ``` > customasm v0.13.4-8-g4c543f5 (2023-12-27, x86_64-unknown-linux-gnu) > assembling `tmp.asm`... > writing...
> Test in Termux? Yeah right now the best option just seems to be to build a c/c++ based GB assembler in termux and use that, not sure how easy...