Thanks!
working like a charm on macOS, i will try it asap on Linux Ubuntu.
PS: the bsp -v h1m7.ase is hanging forever.. Those tools/maps should be checked I guess. Not sure BSP tree generation is used nowadays excepting on low systems (graphic cards). On other hands I didnt used batch Vertex VBO...
You are welcome!
Feel free to pull request a working build script, I will merge it.
Hope the assets will help someone hacking/improving this old game:)
I will complete as soon as I find another backup CDRoms in my parents home.
Thank you!
Blender OBJs export maps should be a good start for arranging a new better aligned game map format + renderer + collision engine :)
I add a new github repository with asset (maps, textures, etc) exported from CDRom backup found in my archives
https://github.com/brizzly/Halloween3D_Assets
I wish I have exported all those max map files into a Blender map format..
This is related to collision detection within BSP-Level.
Sometimes the code collision detection sometimes get lost into deep recursive calls by error..
The best fixe should be to better align map vertices datas, then use opengl vertex buffer objets (better performance) and use a open-source...
I see there is this line (mac pc code) : HalloweenSrc/jpeg.cpp:72:28: error: ‘KMiscTools’ has not been declared
Try this :
#ifdef H_LINUX
return LoadFromJPEG(Name, fullname, id, map_tex);
#endif
return LoadFromJPEG(Name, KMiscTools::makeFilePath(fullname), id, map_tex);
I will have my ubuntu...
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