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Re: Andreas Eversberg Mercenary Reloaded with OpenGL
Tue Apr 17, 2018 10:51
2a01:170:1096:1:127b:44ff:fea1:a8ce

Dear Anthony,

nice the hear that you got this running.

I ask the SDL to use the default sound device and I expect it to support 2 channels (stereo). It would be a good thing to have a selection of the sound device, so I added a selection option to my todo list.

I cannot render more than just one building (area tile) at the same time, because I run the original game on an m68k emulator. I just capture what the game provides about rendering: Vertices, Polygons, Planets, Lines, other stuff. It is still the original game that runs, so if the game does not provide any building in the distance, I don't have any data about it. To solve this would be to patch the game's binary to render distant buildings. This would require much more reverse engineering than just finding the location where regular rending is performed.

I don't plan to add shading, nor reflections. I plan to add ground shadows and some atmospheric effects / lens flares. This is something which I may implement in the future. For now, I want to make it stable and having authentic rendering which doesn't break the illusion the original game gave me.

Thanx for testing,

Andreas

  • Andreas Eversberg Mercenary Reloaded with OpenGLAnthony Kane, Tue Apr 17 02:23
    Hi Andreas, I've got both Mercenary 2 and 3 working within OpenGL on both of my machines now. The reason neither would work on my main machine is as of an audio error on line 157 which produces the... more
    • Re: Andreas Eversberg Mercenary Reloaded with OpenGL — Andreas Eversberg, Tue Apr 17 10:51
      • Re: Andreas Eversberg Mercenary Reloaded with OpenGLAnthony Kane, Tue Apr 17 11:20
        Hi Andreas, If I set my soundcard to 2.0 and not 5.1 which is what I had it set to the game work every time hence why when I disabled the card and selected my NVidia through my TV as it too is 2.0.... more
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