Author Topic: Q-Gears v0.21 Run Wild  (Read 26507 times)

Akari

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Q-Gears v0.21 Run Wild
« on: 2012-06-27 20:11:53 »
Version 0.21 was just released. Full changelog are

Code: [Select]
================================================================================
Q-Gears v0.21 (3rd run wild) | 2012-06-26
--------------------------------------------------------------------------------

2012-06-26
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* [Script] Make auto runned script list and scripts directory to easy adding new scripts and system script entities. [Akari]

2012-06-25
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* [UI] Fix a lot of errors with main menu shown at wrong times. [Akari]
* [UI] Change button used to be more like on PC. [Akari]

2012-06-25
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* [Script] Fix bug where game crushed when map loaded without script file. [Akari]

2012-06-24
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* [Background] Add console command "background2d_manual" to enable manual background scrolling. [Akari]
* [Script] System, Entity and Ui script debug can be shown separately. "debug_script" now workd as bit flags 0x1, 0x2, 0x4. [Akari]
* [Script] Fix ScriptEntity was updating even if EntityManager was paused. [Akari]
* [Script] Entity, System and Ui scripts has been separated internaly to better handle updates and debug. [Akari]

2012-06-23
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* [Content Map] Add all background animations on md1_2. [Akari]
* [Export Background] Rework export algorythm. [Akari]

2012-06-06
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* [Background] All animations now can be played at once. [Akari]

2012-06-05
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* [Content Map] Add empty map used in main menu to remove 3d content from background. [Akari]
* [Content Map] Clean up test maps included in v0.21. Set camera and update scripts. [Akari]
* [Content UI] Add new option to mainmenu (Entity Testing) where most of entity movement features tested. [Akari]
* [Content UI] Add pause menu to enable exiting from game back to main menu. [Akari]

2012-06-04
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* [Export Background] Add export for palette (CLUT) animations. [Akari]
* [Entity] Auto and Manual move speed has been separated. [Akari]
* [Script] Add binding to enable script to run console commands. [Akari]

2012-06-02
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* [Entity] Movement direction on fields has been exported and implemented. [Akari]

2012-06-01
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* [Camera] Add reset of ingame FOV when switch to free cemera. [Akari]
* [Background] Add config variable to disable range limitations. [Akari]
* [Background] Range of Background2D scrolling has been exported and implemented. [Akari]

2012-05-31
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* [Content FFVII] Add md1_2 map. [Akari]
* [Camera] Camera now set and scrolled correctly in free camera mode. [Akari]
* [Background & Camera] Make background and camera correctly recalculate on resolution change. [Akari]
* [Camera] Make "camera_free" config command instead of config variable. [Akari]
* [Entity] Add entity animation speed and related lua binds. [Akari]
* [Background & Camera] Move a lot of camera related code from Background2D to CameraManager. [Akari]

2012-05-30
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* [Content] Add start menu options for v0.21. [Akari]
* [Background] Add autoscrolling of background and camera to given position. [Akari]

2012-05-28
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* [Background & Camera] Add autoscrolling of background and camera to given entity. [Akari]

2012-05-26
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* [Export FFVII] Fix eye export (Wedge and Guard has only 1 eye). [Akari]

2012-05-22
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* [Content Field] Cleanup md1stin. [Akari]
* [Content Field] Add all posible scripts for md1_1. [Akari]
* [Content UI] Main menu now can be called from within game. it correctly pauses game if is onscreen [Akari]
* [Content UI] Start menu now correctly starts md1stin. [Akari]
* [Content Script] Add "player_lock" helper function that disables player input. [Akari]
* [Content Script] Fix spawning entity in "load_field_map_request" system function. Now it correctly assigns player entity. [Akari]
* [Camera] Remove camera states (at least for now) and add console variable "camera_free" that enables free camera mode. [Akari]
* [Entity] Add pause functionality to EntityManager and "set_paused" bind to LUA. [Akari]
* [Debug] Separate usual update and debug update. When game is on pause debug still must be drawn. [Akari]
* [Export FFVII] Fix export for offset opcode 0xC3. Make it downscaled like all others position data. [Akari]
* [Export FFVII] Fix export for turn opcode 0xB4 and 0xB5. Forgot that turns are always syncronized in FFVII. [Akari]

2012-05-21
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* [Entity] Add player lock and same lua function "player_lock". [Akari]

2012-05-19
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* [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]
* [Entity] Spawn point now set rotation as well. [Akari]

2012-05-17
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* [Background] Add background init and resizing corrently depending on resolution. [Akari]

2012-05-16
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* [Export FFVII] Fix background depth export. [Akari]

2012-04-28
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* [Content] Modify "MapChanger" entity to load player in given spawn point after map loading. [Akari]
* [Content] Add Savemap lua table to save all variables that was hold in real savemap. [Akari]
* [Entity] Set default run speed to 0.8 instead of 3.6 and default speed to 0.7 instead of 0.9. This is more like speeds in FFVII. [Akari]
* [Entity] Unite default and move idle animation. [Akari]
* [Entity] Rework inner animation state and play types handling. [Akari]
* [Content] Start of "ffvii_md1stin" scripting and markup gateways on maps "ffvii_md1stin", "ffvii_md1_1", "ffvii_md1_2". [Akari]
* [Export FFVII] Add gateway map names and spawn position exporting. [Akari]

2012-04-23
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* [Script] Add functions to work with entity points. [Akari]
* [Entity] Add entity points that declares position in 3d world. Need for gateway mechanics. [Akari]

2012-04-14
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* [Debug] Add 3d triangles to debug draw to improve visualization of walkmesh.

2012-04-13
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* [Entity] Add base line trigger like triggers and gateways in FFVII. [Akari]

2012-04-08
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* [Script] Add background animation management opcodes and background script object. [Akari]
* [Background] Add background animation. [Akari]
* [Export FFVII] Add exporting of tile animation. [Akari]

2012-04-03
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* [Background] Add blending type support to correctly draw different types of tiles. [Akari]
* [Export FFVII] Add exporting of blending types. [Akari]

2012-03-27
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* [Background] Add camera settings export. [Akari]
* [Content] Move FFVII models to separate folder. [Akari]
* [System] Add read quaternion from xml. [Akari]

2012-03-20
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* [Background] Add clearing of background on map reload. [Akari]

2012-03-14
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* [Console] Tab only work if command match any existed command. [Akari]
* [Entity] Finalize movement features and make them work lime in v0.17. [Akari]

2012-03-13
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* [Entity] Add debug draw to jump movement. [Akari]
* [Entity] Fix reseting animation to Idle during time stop. [Akari]
* [Entity] Add ability to unset entity from player with "unset_player_entity". [Akari]
* [Entity] Return all jump fucntionality from v0.17. [Akari]

2012-03-09
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* [Console] Add console notification to show lines from console in normal view. Cvar "console_notification = true". [Akari]
* [Content] Add Weltall and some robo from Xenogears to demo. [Akari]
* [Export Xeno] First version of Xeno animated model exporting. [Akari]

2012-03-07
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* [Entity] Made state for looped animation. Climb and all other looped animation now works correctly. [Akari]

2012-03-05
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* [Entity] Return all climb (now linear move) fucntionality from v0.17 except animation. [Akari]

2012-03-03
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* [Content] Add Zidane to demo. [Akari]
* [Export FFIX] Finish first version of FFIX field model exporter. [Akari]

2012-02-19
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* [Script] Add move_auto_animation function for entity. [Akari]
* [EntityManager] Add handling for player run button. [Akari]
* [Entity] Return all move fucntionality from v0.17. [Akari]
* [Script] Rename move_walkmesh to move_to_position. [Akari]
* [Entity] Turn to model now correctly turns to model if model moves during turn. [Akari]

2012-02-15
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* [Entity] Return all turn fucntionality from v0.17. [Akari]
* [Entity] Add move_sync function. [Akari]
* [Entity] Fix solid and talk radius debug draw. [Akari]

2012-02-14
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* [Entity] Add auto play animation on move. [Akari]

2012-02-11
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* [Script] Rename Ui and Entity tables to UiContainer and EntityContainer to avoid name collision with Entity class. [Akari]
* [Entity] Return all offseting fucntionality from v0.17. [Akari]

2012-02-09
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* [Console] Fix bug when only slash was entered. [Akari]

2012-02-08
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* [Entity] Add basic player movement. [Akari]
* [Script] Add script function "set_player_entity" to make entity controlled by player. [Akari]
* [Entity] Add player controlled entities. [Akari]

2011-11-23
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* [Background] Increase buffer for background from 256 to 1024 tiles. [Akari]
* [Debug] Increase buffer for 3d lines from 128 to 1024 lines. [Akari]

2011-11-22
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* [Content] Create field map changer and helper function "load_field_map_request". [Akari]
* [UI] Create fade screen effect. [Akari]
* [Script] Add system table to handle and customize system specific things. [Akari]

2011-11-18
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* [UI] Add alpha to animatable parameter. [Akari]
* [Background] Add 2d background base draw. [Akari]

Images are









Video for release here: http://www.youtube.com/watch?v=YPnej8iKMPg

Release itself can be downloaded for windows here: https://sourceforge.net/projects/q-gears/files/q-gears/q-gears_v0.21.zip/download

Covarr

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Re: Q-Gears v0.21 Run Wild
« Reply #1 on: 2012-06-27 21:10:43 »
Holy cow, this is really coming along! I'm crazy impressed, man.

PitBrat

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Re: Q-Gears v0.21 Run Wild
« Reply #2 on: 2012-06-27 22:05:07 »
Wow, that's the best Q-Gears has ever looked.
And no half naked Asian women . . . thanks!
Now throw in some half naked Asian men and I'll give it 5 stars.

SpooX

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Re: Q-Gears v0.21 Run Wild
« Reply #3 on: 2012-06-27 22:34:59 »
Oh my....
Do we have to reverse QGears to get High Res backgrounds in here? :-o well at least we have access to the source this time ;D
Or could I overlay my 3d models (in OgreMesh) right in there?? Now that would be really cool :-)

Keep em comming Akari, all my cudo's to you.
 8)

BloodShot

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Re: Q-Gears v0.21 Run Wild
« Reply #4 on: 2012-06-28 00:22:09 »
God damn, this is pretty sick

Cyberman

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Re: Q-Gears v0.21 Run Wild
« Reply #5 on: 2012-06-28 00:59:52 »
I was laughing at the idol stuff AHEM.

Erstwhile the battle and dialogue part is a matter of time.
The debugging tools is awesome.

You are using LUA script for the engine to run FF7 data correct?
So to answer SpooX, you just modify the script a bit (that simple).

Notice he mixed xeno stuff in? So adding new back grounds probably isn't too hard. The data is meta data to begin with (IE XMLized FF7 data) that's converted using the included utilities.

Scary but I think I've been paying attention!
« Last Edit: 2012-06-28 01:03:57 by Cyberman »

LeonhartGR

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Re: Q-Gears v0.21 Run Wild
« Reply #6 on: 2012-06-28 01:17:43 »
I have no words... Amazing project!

SpooX

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Re: Q-Gears v0.21 Run Wild
« Reply #7 on: 2012-06-28 20:27:00 »
So to answer SpooX, you just modify the script a bit (that simple).

hmmmpf... do I yet have to learn another language...?? :roll:
.....
Ohw, got an extra menu option, seems like we got a bonus disc....


I'm so easily distracted...got side tracked again....
 8-)

Hellbringer616

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Re: Q-Gears v0.21 Run Wild
« Reply #8 on: 2012-06-28 20:38:26 »
So if i'm correct on this..

Dialog boxes and battles, thats all we have left? Seems like a low version number to have only those things missing haha. Or is that just for FF7?

And if i can play FF9 on this thing... Lord, i will love you forever Akari!

Cyberman

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Re: Q-Gears v0.21 Run Wild
« Reply #9 on: 2012-06-29 00:29:21 »
I attempted a SVB check out and got an error regarding UTF-8 encoding conversion.
Code: [Select]
svn: Can't convert string from 'UTF-8' to native encoding:
svn: q-gears/trunk/output/data/game_data/battle/?\208?\154?\208?\190?\208?\191?\208?\184?\209?\143 battle.lua
Reading a bit through the manual for SVN I found this tid bit
Code: [Select]
Subversion tries hard not to limit the type of data you can place under version control. The contents of files and property values are
stored and transmitted as binary data, and the section called “File Content Type” tells you how to give Subversion a hint that
“textual” operations don't make sense for a particular file. There are a few places, however, where Subversion places restrictions on
information it stores.
Subversion internally handles certain bits of data—for example, property names, pathnames, and log messages—as UTF-
8-encoded Unicode. This is not to say that all your interactions with Subversion must involve UTF-8, though. As a general rule,
Subversion clients will gracefully and transparently handle conversions between UTF-8 and the encoding system in use on your
computer, if such a conversion can meaningfully be done (which is the case for most common encodings in use today).
In WebDAV exchanges and older versions of some of Subversion's administrative files, paths are used as XML attribute values,
and property names in XML tag names. This means that pathnames can contain only legal XML (1.0) characters, and properties are
further limited to ASCII characters. Subversion also prohibits TAB, CR, and LF characters in path names to prevent paths from be-
ing broken up in diffs or in the output of commands such as svn log or svn status.
While it may seem like a lot to remember, in practice these limitations are rarely a problem. As long as your locale settings are
compatible with UTF-8 and you don't use control characters in path names, you should have no trouble communicating with Sub-
version. The command-line client adds an extra bit of help—to create “legally correct” versions for internal use it will automatic-
ally escape illegal path characters as needed in URLs that you type.
Anyhow one of the file names in the repository gave SVN a hiccup looks like on my end. It appears to be a script file in battle (likely your battle menu). I am using Linux so it may be that my native encoding of text under linux doesn't like whatever file name choice you used.

Cyb

Akari

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Re: Q-Gears v0.21 Run Wild
« Reply #10 on: 2012-06-29 02:28:07 »
I attempted a SVB check out and got an error regarding UTF-8 encoding conversion.
Code: [Select]
svn: Can't convert string from 'UTF-8' to native encoding:
svn: q-gears/trunk/output/data/game_data/battle/?\208?\154?\208?\190?\208?\191?\208?\184?\209?\143 battle.lua

Lastest source are under merkurial not under SVN. Remove SVN from code list on sourceforge.

Quote
You are using LUA script for the engine to run FF7 data correct?
So to answer SpooX, you just modify the script a bit (that simple).

Yes =)

Quote
Dialog boxes and battles, thats all we have left? Seems like a low version number to have only those things missing haha. Or is that just for FF7?

Of course not. There is sounds and videos too to make ffvii blow reactor mission fully playable. Model lighting is missing too. And other part's of games have some minor issuies too. So there are a lot of work still left.

KnifeTheSky77

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Re: Q-Gears v0.21 Run Wild
« Reply #11 on: 2012-06-29 14:26:07 »
Holy christmas! Qgears has grown up a lot since .20. I cannot wait to see the path this project takes

Cyberman

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Re: Q-Gears v0.21 Run Wild
« Reply #12 on: 2012-06-29 21:37:17 »
Lastest source are under merkurial not under SVN. Remove SVN from code list on sourceforge.
In a word of one syllable (SIGH). Mutter mutter.

Could someone add THIS to a sticky in the forum?

Code: [Select]
hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears
Cyb

Covarr

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Re: Q-Gears v0.21 Run Wild
« Reply #13 on: 2012-06-29 23:00:01 »
Sure thing. I updated the *READ THIS FIRST* sticky to be more mercurial and less svn.

I didn't recommend any clients though, not having used mercurial myself. I did copy that code though. Also, the sourceforge page needs updated, but I can't do that. halkun or Akari will have to fix it.

halkun

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Re: Q-Gears v0.21 Run Wild
« Reply #14 on: 2012-06-30 05:24:28 »
Yea, that thing is ancient! This when I started the project many, many moons ago.

ice_cold513

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Re: Q-Gears v0.21 Run Wild
« Reply #15 on: 2012-06-30 09:49:26 »
Since I've given up on finishing prp. I check the forum every 2 or 3 days and wait to post on something that blows me away
This is one of them time can't believe Q has come this far with basicly one man at the helm
Just goes to show the type of person you are

Cyberman

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Re: Q-Gears v0.21 Run Wild
« Reply #16 on: 2012-06-30 12:14:57 »
Since I've given up on finishing prp. I check the forum every 2 or 3 days and wait to post on something that blows me away
This is one of them time can't believe Q has come this far with basicly one man at the helm
Just goes to show the type of person you are
As Akari would say "it's not done yet". It is too the point where it does a LOT more than it ever did. The big difference is the fact it supports enough of the script engine operation to be quasi functional.

Akari:
I presume Main.cpp is in a state of flux (IE the current implementation isn't close too the final)?
The complier is complaining about pure virtual functions being called, I think, something is missing for the core to overload the OGRE virtual functions for the UI stuff (on my part my guess).
Code: [Select]
g++ `pkg-config OGRE OIS openal vorbisfile --cflags` -DTIXML_USE_STL -I. -Iviewer -Icore -I/usr/include -I/usr/include/OGRE -I/usr/include/OIS -Icore/library -c Main.cpp -o Main.o
In file included from Main.cpp:12:
core/EntityManager.h:65: error: cannot declare field 'EntityManager::m_Background2D' to be of abstract type 'Background2D'
core/Background2D.h:14: note:   because the following virtual functions are pure within 'Background2D':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp: In function 'int main(int, char**)':
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note: virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1
I'll have to examine it in code blocks. Cross compilation may become a bit more interesting. A lot does compile however without a hitch ( a good thing ). At least I remembered how to use hg to fetch the source tree (duh).

Cyb

Akari

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Re: Q-Gears v0.21 Run Wild
« Reply #17 on: 2012-06-30 18:39:32 »
As Akari would say "it's not done yet". It is too the point where it does a LOT more than it ever did. The big difference is the fact it supports enough of the script engine operation to be quasi functional.

Akari:
I presume Main.cpp is in a state of flux (IE the current implementation isn't close too the final)?
The complier is complaining about pure virtual functions being called, I think, something is missing for the core to overload the OGRE virtual functions for the UI stuff (on my part my guess).
Code: [Select]
g++ `pkg-config OGRE OIS openal vorbisfile --cflags` -DTIXML_USE_STL -I. -Iviewer -Icore -I/usr/include -I/usr/include/OGRE -I/usr/include/OIS -Icore/library -c Main.cpp -o Main.o
In file included from Main.cpp:12:
core/EntityManager.h:65: error: cannot declare field 'EntityManager::m_Background2D' to be of abstract type 'Background2D'
core/Background2D.h:14: note:   because the following virtual functions are pure within 'Background2D':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp: In function 'int main(int, char**)':
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note: virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1
I'll have to examine it in code blocks. Cross compilation may become a bit more interesting. A lot does compile however without a hitch ( a good thing ). At least I remembered how to use hg to fetch the source tree (duh).

Cyb

Which ogre version you use when compile it?

HangLikeAStar

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Re: Q-Gears v0.21 Run Wild
« Reply #18 on: 2012-07-14 02:13:41 »
Have to say, I'm thoroughly impressed. You modders never cease to amaze me.

Cyberman

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Re: Q-Gears v0.21 Run Wild
« Reply #19 on: 2012-07-15 03:02:04 »
Ok I corrected the Ogre Version (which is why I like an automake as often it will say what is wrong however cmake should have complained as well <much head scratching>)

Back to oblivion for me.

Cyb

professorhojo

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Qgears for Linux
« Reply #20 on: 2012-07-15 18:50:54 »
The last couple of releases zipped up on SF only contain .exes and .dlls.  Is making Qgears linux compatible still a goal?

Either way, thank you for what you're doing Akari.  Eidos never got it right but I'm sure you can.

Cyberman

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Re: Qgears for Linux
« Reply #21 on: 2012-07-18 00:28:23 »
The last couple of releases zipped up on SF only contain .exes and .dlls.  Is making Qgears linux compatible still a goal?

Either way, thank you for what you're doing Akari.  Eidos never got it right but I'm sure you can.
I suggest you look at some of the messages posted in this thread. you need to have the correct version of Ogre (LUA boost?) and a few other packages installed for it to get close to compiling. Depending on what variation of linux you are running you will need to pick through the package list.

You have to download it via mercurial to git it (pun intended!)

Cyb

professorhojo

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Qgears for Linux
« Reply #22 on: 2012-07-26 22:27:43 »
Thanks for the suggestion.  When I initially saw the code, it didn't mean anything to me.  Never used mercurial before.  But here's what I get with your code:

Quote
hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears

Turns into:

Quote
% hg clone --verbose -- hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears /home/user/Public
repository hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears not found
[command returned code 255 Thu Jul 26 18:16:46 2012]

Anybody else get that or did I do something wrong?

Thanks for pointing me in the right direction.

myst6re

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Re: Q-Gears v0.21 Run Wild
« Reply #23 on: 2012-07-28 18:47:09 »
I executed this command a few days ago and I have not had any problems.

InuRa

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Re: Q-Gears v0.21 Run Wild
« Reply #24 on: 2012-08-19 20:37:14 »
...just WOW! Forget about the Final Fantasy VII 2012 fiasco or the problem filled 1998 release! THIS is the future Final Fantasy VII (and Xenogears! :D) deserve.

Full 16:9 mode without that god-awful stretching (seriously, the characters are already short and "fat", why do people like make them even more that way) that actually shows small image areas you couldn't see before in the 4:3 format,
3D models are incredibly sharp and nice\acurate,
source material is converted on setup(?) making it easier to add small changes,
and... so much is already working, very impressive and promising indeed Akari.

Must have lost 2+ hours just today playing around with that small demo, will be coming back very often to check for changes from now on. :P
« Last Edit: 2012-08-19 20:39:42 by InuRa »