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Messages - Kweepa

#2181
Quote from: Pumaman on Tue 06/09/2005 23:28:46
QuoteUsing "String"s I get these flooding ac.log:

Yes, the last couple of betas have done this -- it's in case anyone has any serious errors with the new Strings, it will help me debug them. Obviously I'll remove the logging before 2.71 Final.

Ok, sorry about that.
My hard drive had gone to sleep and the game paused for a second while it warmed up again to write the file. I thought it might have been an oversight.

I did notice this (with the new left to right precedence enabled):
Code: ags

float x = -y + z;

is equivalent to:
Code: ags

float x = -(y + z);

rather than the expected:
Code: ags

float x = (-y) + (z);
#2182
Advanced Technical Forum / Re: AGS 3D
Tue 06/09/2005 23:16:37
I knew I should have mentioned that some objects are drawn first.
The plan is to change room before you can get into that situation.
#2183
Advanced Technical Forum / Re: AGS 3D
Tue 06/09/2005 20:24:59
A model importer wouldn't be difficult, but Ags3d as it stands can only accurately render convex (or certain limited concave) shapes.
#2184
Advanced Technical Forum / Re: AGS 3D
Tue 06/09/2005 14:56:02
Here's a screenshot from v1.08:



It's a little slow in places but I've got some ideas for speeding it up.
#2185
Quote from: Andail on Tue 06/09/2005 08:08:16
And I'd die to meet those remaining 17 pirates.
Or would I??

A friend of mine has done just that (for a magazine article) - I think there were more than 17 of them :)
http://seb.brunel.free.fr/indonesie/index.htm
It's in French but there are pretty pictures.
#2186
Quote from: scotch on Tue 06/09/2005 05:08:58
Presumably you run AGS on a mac and this plugin is all useless anyway, oh well!
Actually, no I don't. I am trying to avoid the use of plugins though - it seems like cheating. Although to get a game done I might just crack. The average user doesn't care how it's done after all. They just want the experience to be smooth.

If you want a better timer in a (Windows) plugin, you could consider QueryPerformanceFrequency() and QueryPerformanceCounter(). They're much higher resolution than timeGetTime().

Cheers!
Steve
#2187
I'm pretty sure there isn't a way, but I'd really like to accurately measure how long it takes to do something (specifically for my case: render stuff to the screen).
If it's not possible, I'd like to suggest it.
Something like
Code: ags

struct MillisecondTimer {
function Start();
function Stop();
function Reset();
int Read();
};

Cheers,
Steve
#2188
Quote from: Dambuilder on Mon 05/09/2005 21:20:37
Mmh, AFAIK the Hiroshima bomb was dropped *after* the war was already ended. And it was dropped in full conciousness of that fact...

Look up "facts" like that before spouting them.
Nagasaki bomb Aug 6
Hiroshima bomb Aug 9
Japanese accept terms of surrender Aug 14

Err, what Snarky said.
#2189
Using "String"s I get these flooding ac.log:

Code: ags

String 019CBF40 allocated: 'FILTER:'
String 019F5FF0 allocated: 'FILTER: VISIBLE'
String 019CBF40 deleted: 'FILTER:'
String 01AE2FE0 allocated: 'FILTER: VISIBLE SOLID'
String 019F5FF0 deleted: 'FILTER: VISIBLE'
String 01A1FFC8 allocated: 'FILTER: VISIBLE SOLID FALLTHRU'
String 01AE2FE0 deleted: 'FILTER: VISIBLE SOLID'
#2190
Hmm, that isn't possible with Ags3d. It might be possible with Heir of Norton's 3d texturing (in progress).
Don't have any insight into your primary question - why don't you just try it and see?
#2191
Well, I know what mode 7 is :=
I just haven't seen the "bevelled effect" in an RPG world map.
#2192
How's about a screenshot of the effects in question?
#2193
"Added "New Run Script Action" to the right-click menu in the interaction editor, to allow you to quickly create a Run Script interaction without having to go through the interaction dialog."

Awesome! Cheers!
#2194
Really, who cares? If it entertains you to put another splash screen at the start of your game, do it. I don't see how you're going to be "discouraged".
Now, something that looks very amateurish is a slow credit scroll like so:

Game design by:
Tiki

Programming by:
Tiki

Scripting by:
Tiki

Background art by:
Tiki

Sprites by:
Tiki

Animation by:
Tiki

Sound effects by:
Tiki

Music by:
m0ds
#2195
Advanced Technical Forum / Re: AGS 3D
Sun 04/09/2005 16:39:16
I did consider a BSP (and an octree), but this works out better - BSPs are slow to recalculate and any extra object splitting is expensive.
The movable flag is basically how it works right now :) - except that it's automatic. If you move/scale/rotate a primitive (including sprites) it marks it for recalculation. It might help to precache sorting info for non-moving objects and characters. I'm certainly considering that.
Cheers,
Steve
How's the texture mapper coming along?

[EDIT] Up to 1.07, with strazer's changes and a LGPL, plus a ClipRange for primitives to increase performance.
[EDIT] Up to 1.08, with some minor fixes.
#2196
Critics' Lounge / Re: Need help with GUI ideas
Sun 04/09/2005 05:40:55
Quote from: Moneytalks on Sat 03/09/2005 14:52:47
The problem i have is that every time i mouse over something, it loads the description, slowing down movement across the screen. This means the mouse action is not smooth and can be very annoying to play.

That doesn't sound right... what sort of machine do you have? "Loading" a description should be instant.

[EDIT] Might be worth posting your code to load the description in the beginners' tech forum.
#2197
Advanced Technical Forum / Re: AGS 3D
Sun 04/09/2005 02:19:17
Version 1.06 is up.
strazer's comments haven't yet been implemented.
Nor has the license changed.

I just overhauled the sorting. It's much slower (50%) but much more accurate.
For the curious, the sorting now works as follows:
- precache best split planes for static objects
- for each object, find objects that must be drawn first using convex overlaps and split planes
- a stack based iteration over the resulting DAG (directed acyclic graph)
Worst case on my machine is 20FPS.

http://www.steporg.com/step/ags/games/ags3d.zip
#2198
Advanced Technical Forum / Re: AGS 3D
Fri 02/09/2005 07:30:53
Quote from: HeirOfNorton on Fri 02/09/2005 05:07:28
Looking at the script module, I just noticed that you have it licensed under the GNU GPL. Please correct me if I'm wrong, but wouldn't the GPL require that any games made with this module have THEIR source code released as well? While you can certainly do this if you wish (it is your module, and a wonderful one at that), this does seem rather strict. I've always preferred the LGPL for 'helper' libraries (like this) that are not, in themselves, complete programs.

HoN

Ack, I just copied that from the template that RickJ wrote.
Yeah, the Lesser GPL makes more sense.
I'll change it for the next version.
Which is taking a long time!
#2199
Hints & Tips / Re: Awakening of the Sphinx
Fri 02/09/2005 00:21:02
The game be finished? :D
Where be it?
#2200
Damn you Straight Dope, for busting the old swallowing spiders in sleep myth!

http://www.straightdope.com/mailbag/mspidereat.html
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