The .exe is built outside of the current directory.. it should be in a folder like "build-Terrafirma-Desktop_Qt_5_12.." in the same directory as the main Terrafirma folder. So go into that folder, then go into release, and copy the .exe into the source folder.. of course you only need to do...
Which shader did you try it on? It should still work since XNA hasn't changed in like a decade... but also, not every .xnb is a shader, a ton of them are textures (I have other tools that will convert .xnb textures into .pngs)
edit: I suppose terraria could've updated to dx10 shaders, which...
Yeah, it did... but it's been removed because it was ridiculously slow in the new version. I'm hoping to replace the lighting code with a gpu shader whenever I get the time.
Okay.. new Windows binaries released to support 1.3.3
OSX and Linux binaries will have to wait until monday.
Edit: bumped to version 3.0.13. (and now to 3.0.14.. stupid patches)
Edit2: OSX and Linux binaries are available now.
Not all defines are used.. I think it's because they were defined and used, then someone changed the shader and didn't realize that the HLSL compiler doesn't remove unused constants.
You might be better off just compiling it from source, since the deb is setup using ubuntu's dependencies. You should be able to just run "qmake; make;" and have it work. Assuming you have Qt5.4 or newer.
They do represent stuff that wasn't decompiled. Comments that start with "CTAB" are special comments that describe the structure of various registers. When I was
wring the decompiler, I had intended on decompiling the CTAB sections, but after I got the rest of it working, I realized that it...
It was removed. The anti-spam protection caused it to stop working (it would connect to a server like a regular player and then teleport around to generate the map.. servers didn't like that)
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