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Plan for John Kabus (BobTheCBuilder)

by John Kabus (BobTheCBuilder) · 09/14/2004 (5:18 am) · 5 comments

Alright, I finally have a moment to sit down and put together a real plan! A lot of really cool things are happening here at Synapse Gaming particularly regarding the Lighting Pack's present and future development, and I want to take the time to bring everyone up to speed.


New Lighting Pack Development

I've been very busy over the last few months laying out and developing a large number of new Lighting Pack features that are going to be rolled into in part or as a whole the next major Lighting Pack release. The next major release won't be out for a while; however a few of the new Lighting Pack features will be announced and shown at IGC (just a few weeks away!). Keep in mind that the features I'll be showing are proof-of-concepts or tech demos, and will undergo significant refinement and optimization before being released.

I'd love to get into what these features are and how they're employed (believe me I'm itching to showoff the new features), however it's a surprise. :)


IGC

As I mentioned in my last plan I will be attending IGC this year. This is an excellent time to meet with me and other Lighting Pack licensees to receive feedback regarding the pack, to discuss how the pack is being used, and to offer tips on using the pack. I'm looking forward to meeting you, so sign up for IGC today!

I'm currently looking for information on projects that use the Lighting Pack, I want to help promote your team and its project. If your project is using the pack let me know this is free promotion at IGC - Don't miss out on this opportunity! Email me at: igc@synapsegaming.com with info on your team and/or project!


TGE 1.3

Some people are having difficulty integrating the Lighting Pack into TGE 1.3, it looks as though TGE has changed enough to break parts of the pack. This is not a big deal the Lighting Pack will be updated to support 1.3 in the near future in the meantime TGE 1.2.2 and HEAD prior to 8/16 are fully supported and recommended for use with the Lighting Pack. The Lighting Pack will be updated for use with TGE 1.3 after IGC and after 1.3 has been re-labeled (1.3 appears to be a moving target).


I think I've covered everything for now. Later!

-John Kabus
Synapse Gaming

#1
09/14/2004 (5:52 am)
Hah! Odd coincedance. I'm in the middle of merging the lighting pack with 1.3, fired up browser to find the white light fix again, and came across this.

Easiest route to 1.3+LP is checkout HEAD from 1st August 2004, apply the relevant patch, cvs update -dPA to clear the sticky tags and get CVS to do the hard work for you, then go through and fix the handful of conflicts which are mostly due to the lightmap border fix and a few whitespace changes. Then use winmerge to compare the LP demo starter.fps with the TGE example starter.fps to get the script changes and fxlighticon.png which is missing from the LP download you get when you buy it.

It only gets hairy when you do stupid things like forgetting about --binary and trying to merge it with a codebase that has day/night cycles in it :)

I'd love to show you what I'm doing with the LP, but it's also a surprise ;-) See you at IGC!

T.
#2
09/14/2004 (10:14 am)
Thanks for the update :)

I was going to try and merge my current codebase that is up to date with 1.3 and the Lighting Pack but will hold off until the release for use with TGE 1.3.
#3
09/14/2004 (10:47 am)
I have my codebase up to TGE 1.3 with the lighting pack. The only problem i am aware of, is the white light "GhostIdBitSize" bug. The fix for which is in this thread.

Are there any other problems which i've missed ?
#4
09/21/2004 (11:34 am)
is that all there is too it?
#5
09/24/2004 (6:27 am)
Another Problem i encountered are the LightingGroups (probably not many use this great feature)

This fixes problems with TSStatic lighting groups.
Test with SG - Test (Endian) level. The Pipe on the left and the Text shapes (blue light/red light)
will now receive colored light.

in sglighting.h

macro: SG_TSSTATIC_PACKUPDATE
line: 445
change: stream->writeInt(id, 10);
to: stream->writeInt(id, NetConnection::GhostIdBitSize);

line: 452
change: stream->writeInt(sgClientLightIds[i], 10); }}
to: stream->writeInt(sgClientLightIds[i], NetConnection::GhostIdBitSize); }}


macro: SG_TSSTATIC_UNPACKUPDATE
line: 467
change: S32 id = stream->readInt(10);
to: S32 id = stream->readInt(NetConnection::GhostIdBitSize);

Sascha