Started by Thilo, August 02, 2011, 11:16:55 pm
Quote from: "GSIO01"it's nice to see a new version of ioEF released and especially to have a new patch for ioquake 3. That'll make it a lot easier to get an updated version of rpgxEF done. I'm also happy to hear that the renderer modularization is finally there and I'm looking forward to the modern rendering techniques being implemented in future.
QuoteAs to your question what I had to do to fix the mentioned errors. To fix them I had to increase MAX_GAMESTATE_CHARS and as a result of that of course MAX_CONFIGSTRINGS and MAX_MSGLEN as well. I increased MAX_MODELS and the entity limit later. I also and added shader remapping.
QuoteEDIT:You're right about libmysql. I have already planned to remove mysql from rpgxEF in the next update though so that'll fix that.
QuoteI don't get you wrong. I even encourage the development of a separate engine. It really makes sense for you. But that doesn't mean improvements made by both developers shouldn't flow between the two versions.
QuoteBy the way, it's been fixed that a single shader can break all other shaders. This was one of the big issues the old ioEF had, I believe.