Gustavo Ramos Rehermann
Gustavo Ramos Rehermann
Ah. I would like to try and volunteer for it, adding what I can make out of what experience I can get out of this. As for the old webpage,...
Thank you! I can't wait to delve into the madly maniac and awesomely awkward world of blowing up the beach walls with a squad of 7 other bots! _(Side note,...
Hm, that is actually technical documentation. I can't find other docs there. I remember there also being more general documentation in that same website, though. I truly remember that little...
The command 'bot' was missing from my iortcw version. Maybe it has to do with the latter being x86_64 (AMD64), or some specific version thereof? That's for another issue, though;...
> We have a new discussion forum at https://mygamingtalk.com/forums/forum/82-omnibot-development-and-discussion/ It gives an error whenever I try to access it. "You do not have permission to view this forum." Is that...
> The "bot" command is built into the mod, so if it was missing then the mod doesn't have bot support. Even if Omni-bot isn't installed that command will be...
> > > We have a new discussion forum at https://mygamingtalk.com/forums/forum/82-omnibot-development-and-discussion/ > > > > > > It gives an error whenever I try to access it. > > "You...
> > invalidation of the texture for each frame. > > This is pretty much what happens in the software renderer anyway, right? Yeah, but I imagine it wouldn't be...
Well, @JadingTsunami why not have a list of "special textures" (which includes flats, duh!), where one single surface is broken down into a grid, and the vertices' UV coordinates are...
@JadingTsunami Er, that sounds very good actually. Maybe even on load? :o E.g., having a global texture anim counter that increments every frame (or local, one per linedef, internally? Hmm...),...