Hmm, that's kind of confusing.
Do they have the same functionality?
Do they have the same functionality?
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Show posts MenuQuote from: GarageGothic on Mon 12/09/2005 22:42:19
I do think that it would be a wise decision to cut that scene from PQ2.
QuoteWell that seals it for me. I say don't cut it.
Actually it was more dramatic than the final showdown!
Quote from: That Guy on Mon 12/09/2005 19:28:20The first StrComp will return non-zero if verb != vGive, so the if statement will be true.Code: ags if ((StrComp(verb, vGive) != 0) || ((StrComp(verb, vUse) == 0) && (item.IsInteractionAvailable(eModeInteract) == 1))) { item.runInteraction(mode); }
if ((StrComp(verb, vGive) == 0) || ((StrComp(verb, vUse) == 0) && (item.IsInteractionAvailable(eModeInteract) == 1)))
{
item.runInteraction(mode);
}
Quote from: Rui "Brisby" Pires (a Furry) on Sat 10/09/2005 22:35:01
EDIT - Funny thing, but PgDown as "move down" no longer works. Sure, I can get around to it by pressing F6 to start falling and pressing it again to stop, but I thought you might like to know.
Quote from: Pumaman on Sat 10/09/2005 13:28:13
That'd be because this was compiled with 2.71 beta 5 and the Mac runtime is currently beta 3.
if (renderWidth == 0) return;
float z_left = clippedZ[0].z;
float z_right = clippedZ[1].z;
float ooZ_left = 1.0/z_left;
float ooZ_right = 1.0/z_right;
float ooZ_inc = (ooZ_right - ooZ_left)/IntToFloat(renderWidth);
// bring in the tex coords by half a pixel
float c_left = 0.0 + 1.0/256.0;
float c_right = 1.0 - 1.0/256.0;
float ooZ = ooZ_left;
//the main rendering loop
i = 0;
while (i < renderWidth)
{
float z = 1.0/ooZ;
ooZ += ooZ_inc;
if (z_right != z_left)
{
texFraction = c_left + (c_right - c_left)*(z - z_left)/(z_right - z_left);
}
Quote from: Gilbot V7000a on Thu 08/09/2005 09:43:03
Hey, I think I'm almost certain of the causes of the pauses under hi-res I mentioned earlier.
Quote from: Rui "Brisby" Pires (a Furry) on Wed 07/09/2005 22:40:48
Little tip - I'm sure you'd get better results for the "Scid's" and "Yahtzeebrand" signs if you used a single sprite with all the letters instead of the solitary letters. 1 - there're less sprites, and 2 - currently each letter has it's own "rotation", so to speak, which lends itself to very weird effects.
Ags3d.SetMouseLookInvert(true);
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