John Quigley

Results 46 comments of John Quigley

@Frosferes2 You can get a "managed code version mismatch" if the F# code does not match the version the rust code expects. The managed code version is here: https://github.com/jmquigs/ModelMod/blob/49f01fd5cc7139526769d789b1bb637ba6c0dd46/MMManaged/Interop.fs#L60C37-L60C37 While...

Hey @Frosferes2 sorry I've been not responding, my life over the past few weeks has been much more complicated than I'd like. I've actually known about that inverted X for...

Hey @Frosferes2 , glad you got it sort of working I always build in release build. If it crashes in debug, well that may or may not be a problem....

Hi @Frosferes2 , cool that most of the textures appear to be valid at least in visual studio. That's a good sign that even the old d3dx is snapping them...

It is supposed to be included in the build but I see now that I forgot it include it. I will fix this in the next build. FWIW it is...

Nice work! Its cool to see some skillful mods being made with this, as a programmer most of the stuff I make is pretty bad. I haven't worked on the...

@arsipsik I will try to make an effort to move DX11 along come January. Even if I can't finish it perhaps I can get it to the point where someone...

I should be able to get started this week. Hopefully I'll know before the end of Feb whether it will work. I haven't heard of those other programs but its...

Update on this, I did manage to get enough of dx11 going that I can see it is using the same primitive and vertex counts for at least some mods....

I'm happy report that with commits 5349fe6d6d2128615830b4da0aa518342b2d3faa and 524171892e2da8f43b2e99a318f5f546ae54a922 I'm able to see mods in DX11. Still no input or snapshotting. And the mods are flickering, I think because something...