#4483008 - 07/16/19 04:07 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,878
messyhead
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I've been chatting with thealx about the issues he raised, which won't be disclosed here.
However, it means that I'm going to pay for Github pro, and make the repo private. I don't mind paying, as it's only $7 per month, or $84 per year. I'll keep it monthly for now, then if there's going to be continued development work, we can dicuss paying for it for a year. And if I ever get to the point of not wanting to be the admin anymore, I'll arrange handing over to someone else.
The Pro account will also give us more control over access to the code as well, so it's probably for the best. Everyone that's using the repo at the moment is on as a collaborator, so access shouldn't change.
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#4483014 - 07/16/19 05:56 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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Joined: Dec 2010
Posts: 1,878
messyhead
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I've now made the repo private. Should I restore the original licence, or add some other licence that make it non-shareable?
Edit: Actually, I just re-read the licence and realised it's mainly the same as the original, so I'll leave it as it is. I had in my head that I'd made it a GPL licence.
Last edited by messyhead; 07/16/19 06:06 PM.
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#4503876 - 01/15/20 04:00 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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Joined: Feb 2007
Posts: 410
GlynD
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Please may I have access to the source code I have created a GitHub user account - name: @GlynD02 I have read and agree to the terms and conditions of the EECH licence at http://eechcentral.SimHQ.com/index.php?title=EECH_LicenseReason: I would like to have a look at exporting another set of MFDs and maybe even a gunners sight on seperate monitors
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#4514211 - 04/02/20 08:22 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
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Hi, I see EECH is still alive, which is great. Is it still on DX7, or has anyone managed to upgrade to 9 at least ? I now have some spare time, and could have another look at getting the graphics engine updated to DX9 or even 11/12 if possible, or actually, maybe Vulkan would be a better choice now. Do you mind sharing access to the current version please ? I agree to the license @ http://eechcentral.SimHQ.com/index.php?title=EECH_LicenseEDIT: I also want to add direct support for Tobii EyeX, as I use it instead of TrackIR, and it's awesome. Cheers, Tomasz
Last edited by D4rthCoffee; 04/02/20 08:25 PM.
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#4514215 - 04/02/20 08:34 PM
Re: EECH Source Code Access - now Public
[Re: D4rthCoffee]
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Joined: Dec 2010
Posts: 1,878
messyhead
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Hi, I see EECH is still alive, which is great. Is it still on DX7, or has anyone managed to upgrade to 9 at least ? I now have some spare time, and could have another look at getting the graphics engine updated to DX9 or even 11/12 if possible, or actually, maybe Vulkan would be a better choice now. Do you mind sharing access to the current version please ? I agree to the license @ http://eechcentral.SimHQ.com/index.php?title=EECH_LicenseEDIT: I also want to add direct support for Tobii EyeX, as I use it instead of TrackIR, and it's awesome. Cheers, Tomasz Hi. Getting the graphics updated is still one of the biggest goals. Some of it was moved to D3D9, but it still uses DirectX7. I take it that's an area of expertise of yours? What's your github username and I'll send an invite?
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#4514216 - 04/02/20 08:36 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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**DONOTDELETE**
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BANITA
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Czesc?  Now eech is in dx9 but there are no graphical improvements, there had no one to implement.More info you get from others.
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#4514218 - 04/02/20 08:47 PM
Re: EECH Source Code Access - now Public
[Re: ]
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messyhead
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Czesc?  Now eech is in dx9 but there are no graphical improvements, there had no one to implement.More info you get from others. I didn't think it moved to DX9 fully, I thought it was Direct Draw 9 or D3d9? I might be mistaken, I'd have to look again at the 1.16 release notes.
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#4514220 - 04/02/20 08:48 PM
Re: EECH Source Code Access - now Public
[Re: D4rthCoffee]
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Joined: Dec 2012
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thealx
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Hi, I see EECH is still alive Hey. Rendering code uses Direct3D9 functions, but most scenes/surfaces draw and translation applied by custom C functions. FYI, Ogre migration was started years ago - basic rendering function works but project is frozen at the moment. All code available in master branch inside OGREEE definition check. Converting game to the DX11, for example, is possible, but you need to know in details how game works - otherwise you are risking to choose wrong rendering methods which will cause wasting of time. And you need advanced knowledge in DX programming of course. Adding control device support should be easier task, especially if libs exists for the C.
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#4514222 - 04/02/20 08:56 PM
Re: EECH Source Code Access - now Public
[Re: messyhead]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
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...
Hi. Getting the graphics updated is still one of the biggest goals. Some of it was moved to D3D9, but it still uses DirectX7. I take it that's an area of expertise of yours?
What's your github username and I'll send an invite? Thanks, that will be: dr3adl0rd If EECH is already DX9, then it should be fairly straightforward to move it further to DX11, and use HW tesselation shaders for terrain. Autogen like grass and Trees could also be done better. Recently I was mostly focused on UE4 development, but I did spend some considerable time working directly with DirectX and OpenGL on a low level. I'm primarily C/C++/C# and Java (+many other HL langs) developer with 25 years exp. I used to be part of EECH and the discussion group some 10 years ago IIRC (can't remember the nick I used back then), but life required some drastic changes and I lost contact completely. Cheers, Tomasz
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#4514249 - 04/03/20 12:26 AM
Re: EECH Source Code Access - now Public
[Re: D4rthCoffee]
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Joined: Dec 2010
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messyhead
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Thanks for the invite, I'll clone from the master, and have a go at the build now. Are you still using VS2008 for the building process, and is it something you would be willing to upgrade as well ?
It's still using Watcom for the build process, I don't think it was converted to fully build in VS2008. If that's something you could do, and it's better, then no problem. I've never used VS though, I use Eclipse just now.
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