The entire time we were releasing Supermodel WIP updates, a period which spanned a few years IIRC, the code was publicly accessible at Sourceforge. It was a classic case of security-through-obscurity and I knew nobody would ever catch on when I proposed it
The file Ville has posted appears to be the final snapshot of the original Supermodel code base from about 4 years ago. I haven't yet gotten in touch with him, so I don't know what his plans wrt Model 3 emulation are, but I started working on a complete re-write of my own the day after Christmas. I'm really busy and haven't written any code for nearly 5 years (and haven't touched Supermodel for about as long) but I'm happy with how it's coming along (see snapshots below). Initial results indicate that the new GL engine, which makes extensive use of VBOs and shaders, is substantially faster than the old one.
The code you see at Ville's site runs quite decently on modern hardware, even in GL mode. I fired up an old build of Supermodel I had lying around over winter break on a desktop (the first time I had tried it in 4+ years) and was surprised to find that Scud Race was very playable.
Compiling it shouldn't be too difficult. I used to use GNU Make and MSVC in command line mode (Visual Studio includes a vcvars32.bat file to set up the environment). If you insist on using the IDE, it shouldn't be any harder. Either way, you'll have to mess around with header file paths and libraries, as a lot of that stuff has changed with newer versions of the compiler and DirectX.
The biggest problem you'll likely have is with all the quirky "debug" code. Supermodel was a very active project up until the very end and so things would frequently be commented out between different builds and forgotten, only to be re-enabled again a little while later. There is also probably a bunch of debugging "instrumentation" (logging, printouts, etc.) that would need to be disabled by hand in order to get playable frame rates.
Bart
Edited by Bart Trzynadlowski (01/16/11 10:05 PM)
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