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Hammer Editor

When can we expect Hammer to run properly in Crossover Games?

Please, why doesn't anyone answer this question?

Source sdk is def a must, any word on this, Codeweavers?

Please, i already checked a thousend websites about this subject.

Nobody can answer & there are many people with this problem'.

It would be so great if Crossover Games would be able to run this application! :)

The hammer editor is tricky, especially the 3D view in it. There are two showstoppers currently:

First, there's a Direct3D specific issue. Hammer creates multiple small Windows where it shows the different views of the world, and one big direct3d backbuffer. It renders to the big backbuffer, and then copies selected rectangles from it onto the windows. In OpenGL a backbuffer is tied to a window, and has its size. Furthermore, once a context is created, it can't be simply redirected to another window.

What we have to implement here is some feature to fake a backbuffer using an offscreen texture, and set up separate contexts for the different windows, and perform a cross-context blit. There's some infrastructure needed for this. We will need it some day, but so far Hammer and some SDK examples are the only apps that really use this.

The other problem concerns only Macs and non-Nvidia Linux drivers. To properly render opengl to a child window, we need an X server with proper (*) compositing support. So far our Mac X server doesn't do that, and on Linux only the Nvidia driver supports it, in other drivers it is under development. On the Mac side, we're finally working on a native Quartz backend to get rid of the X server. However, that is a lot of work too.

(*) The same thing that is needed to properly show OpenGL windows with Compiz enabled

Stefan Dösinger wrote:

The hammer editor is tricky, especially the 3D view in it. There are
two showstoppers currently:

First, there's a Direct3D specific issue. Hammer creates multiple
small Windows where it shows the different views of the world, and
one big direct3d backbuffer. It renders to the big backbuffer, and
then copies selected rectangles from it onto the windows. In OpenGL
a backbuffer is tied to a window, and has its size. Furthermore,
once a context is created, it can't be simply redirected to another
window.

What we have to implement here is some feature to fake a backbuffer
using an offscreen texture, and set up separate contexts for the
different windows, and perform a cross-context blit. There's some
infrastructure needed for this. We will need it some day, but so far
Hammer and some SDK examples are the only apps that really use this.

The other problem concerns only Macs and non-Nvidia Linux drivers.
To properly render opengl to a child window, we need an X server
with proper (*) compositing support. So far our Mac X server doesn't
do that, and on Linux only the Nvidia driver supports it, in other
drivers it is under development. On the Mac side, we're finally
working on a native Quartz backend to get rid of the X server.
However, that is a lot of work too.

(*) The same thing that is needed to properly show OpenGL windows
with Compiz enabled

So there isn't yet a way to run it properly?

tom lamiroy wrote:

So there isn't yet a way to run it properly?

At this point, no.

Stefan Dösinger wrote:

tom lamiroy wrote:

So there isn't yet a way to run it properly?

At this point, no.

Do you have any idea when we are maybe able to run it properly?
Thanks for the help, by the way.

No, unfortunately I cannot give you a timeframe. Both issues require a lot of work to fix. I suspect that we'll need to fix the first problem for D3D10 sooner or later, so we'll look at it eventually. Currently Hammer is the only app that needs this though, as far as I can see, and that keeps the Motivation to implement this stuff low.

The Quartz display driver for MDI child rendering has a broader appeal to other applications, but it is still in an early stage. We have come across a number of fundamental differences between Quartz and Win32, and we have yet to find a way to overcome them without a separate process as abstraction layer(read: Something similar to an X11 server)

I don't understand what Stefan Dösinger says about direct3d or the other issues preventing Hammer from working, but there are a few things i question:

  1. How come I can run the previous version of Hammer (3.5) with no error, the only difference in 4.1 is the Source engine implementation, why is this such a big difference?
  2. The problem I have, which I believe to be the "standard" Source SDK error, has been fixed in the latest release of Wine (http://appdb.winehq.org/objectManager.php?sClass=version&iId=7625&iTestingId=17848)
    Since Crossover is built from Wine, isn't there some way to work from this..update?

[quote=313111

  1. How come I can run the previous version of Hammer (3.5) with no error, the only difference in 4.1 is the Source engine implementation, why is this such a big difference?
    [/quote]
    How do you run it? Which platform are you running it on, and which graphics driver are you using? So far I haven't got it to work anywhere, and from the debugging I concluded that its not a bug, but a missing feature in CrossOver.

Ah I didn't really think about it, but I never actually got past the Hammer 3.5 game configurations. It at least gets farther then 4.1 though, as I can still access the options without having the screen stop refreshing, as what 4.1 does through Crossover. Sorry to mislead you ^_^.

I'm surprised there isn't any way to use the Source SDK in OSX, seeing as it is actually quite high-demand. The other incredibly inefficient option of using a VM appears to work, but crashes quite a bit. Any idea on when Unreal Tournament 3 will be playable under Crossover? I believe it has some kind of Direct X issue :(
I just wanna map in OSX lol..

I think UT3 works on Linux, if you have an Nvidia card. On the Mac, you'll have to enable GLSL for sure, and then pray to the not-so-almighty compiler to compile the GLSL shaders well enough run in hardware and not software emulation. (The bad MacOS GLSL compiler is the main remaining driver issues that block proper Shader Mode 2.0 and 3.0 support on OSX :-/ )

Stefan Dösinger wrote:

I think UT3 works on Linux, if you have an Nvidia card.

Can anyone confirm this? Now that I look at it, all the people reporting any degree of success on AppDB are nVidia users which, as the owner of a new Ati 4870, is rather annoying...

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