Posts Tagged ‘gpgt’
You would think I had learned my lesson with regards to keeping GPGT support content available for my OSX users.
Whap! I failed to provide a OSX compatible download on my last update.
Fortunately, a user was kind enough to write and request that I rectify this situation. I have just added RAR and ZIP versions of the GPGT support disk download to the support page.
To those who had to wait (since February) I apologize.
-Edo
Hello again folks. Today seems to be a big day for posting updates.
I’ve just updated the GPGT support page. As part of this update, I have uploaded a new chapter for GPGT.
The new chapter talks about lighting and is applicable to TGE 1.52. I want to thank John Kabus (Synapse Gaming) for allowing me to provide you with this information. (Be sure to head over to John’s site and check out the cools stuff he is working on.)
Cheers,
edo
Sorry folks. I worked on this for a while, but ran into these problems:
- The splash screens are displayed in the wrong window. i.e. They show up in the first window that pops up, not the app window.
- The missions don’t load because I need to regenerate the terrains (something I don’t have the time to do).
- Missing some shader data. (Of course, since this was originally a non-shader version).
- Escape key not mapping correctly in GUI Sampler. No big deal.
- A few GUI samples not working. For certain, the cursor (swapping) example doesn’t work.
- Others? Maybe.
#2 and #3 (above) were the biggest problems and the ones that finally convinced me to cancel my effort on this.
I am now able to turn my effort to game development, content pack work, and writing.
Once again, thanks and sorry to those who waited so patiently. I know this is a disappointment, but turning my efforts to other projects will better suit everyone (and me).
Cheers,
edo