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ZioRed

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Posts posted by ZioRed

  1. It really seems issue with view range, in your previous code you called (now commented):

     

    EntityViewRange(scene,3,1);
    

     

    But it is not intended to be used in that way, you should cycle through all the scene entities/children and call EntityViewRange for each of them and not just to the scene. But since you are using a SBX and calls LoadScene then I think it's easier if you set the view range to INFINITE directly from the editor interface for each object.

    Well, after thinking that all the objects in the scene loaded with LoadScene are children, I tried your code with "EntityViewRange(scene,3,1);" (whose third parameter is recursion) on a sample scene with a house on a terrain and it works, when I move far away from the house it is ever visible, so make sure you have the latest 2.4 engine/newton/shaders.pak

  2. It really seems issue with view range, in your previous code you called (now commented):

     

    EntityViewRange(scene,3,1);
    

     

    But it is not intended to be used in that way, you should cycle through all the scene entities/children and call EntityViewRange for each of them and not just to the scene. But since you are using a SBX and calls LoadScene then I think it's easier if you set the view range to INFINITE directly from the editor interface for each object.

  3. Those Joomla, WordPress and other sites look ugly and can't be customized freely.

    They are customizable freely if you know HTML, you can import a template and then change it as your need (I already did some changes in some downloaded templates), and also you can learn to create modules and components if you really need (but on the net there is already almost every king of module/component you can think and most of them are easy customizable or changeable). You should not be so distrustful against the things you don't know :)

  4. It is really crude at this moment, so I don't know what kind of suggestions you expect now. however these are my 2 cents:

     

    - avoid strong colors over a dark background, maybe better is choosing lighter tones of the current white/yellow/blue... well BLUE over BLACK is almost unreadable at all

     

    - since you have your domain I suppose you can use PHP scripts, so I suggest to use Joomla or Wordpress (I reccomend this if you're going to do a blog, else Joomla is better imo), they are open source CMS so well supported by the community and have tons of extensions to add and use graphically from the web administration area

     

    - if you use Joomla/WordPress you will find many free layout templates on the net

  5. Even though the site says the custom engine.dll is required, it is not. Some custom methods require it, but few of them.

    This is good, then I'll switch back to C# ASAP :) It would be useful if you write down a list of the features available only to custom DLL somewhere in the headers documentation (maybe also directly in the internal context documentation).

     

    PS: since you're going to create the internal documentation, I would suggest you to use Doxygen (if you don't already know) to create the html/PDF documentation automatically from the source code XML doc.

  6. I would allow to pass a Parameter[] to the constructor of each Behavior so you don't need to ClearParameters()

    And maybe a Call method instead of constructor is preferable as class design since may happen you need to create a Behavior from scratch (or it may be called in unwanted times causing unwanted behaviours, think to Reflection in example).

     

    My 2 cents :)

  7. Unity supports only C#, which turns most real programmers away at the first sight. I don't really understand how a professional looking product could even consider to use C#. It's a Microsoft invention, and we all know everything what Microsoft has done is bad, except Windows XP, but that's probably because Windows 2000 was done by DEC and XP was just copied from it.

    This of course is your own opinion. I don't like your discredit for everyone who doesn't use C/C++ and have your open crossplatform free software point of view. oh well the open free software, but you sell your products or give them away for nothing? even Android is a free software but the most Android smarphones have the same price as Windows Mobile.. not too politically correct according to me.

     

    Your obsession against NET and Microsoft in general is really ridiculous and your words for sure don't make you a great man since so you manifest only a disrespectful behaviour for the others.... well this is my own opinion, but you can continue your war against Microsoft (even if you know you cannot compete nor win) :blink:

  8. Do you know a way I can find out??

    Try to find LESDK.exe (the old setup program for LE 2.30 and maybe earlier) in the PC of your cousin, if there is then you can launch it and the license number should appear in its field on the setup/update window (which you can use to install a new fresh copy of LE 2.40 telling it to Josh as requested in the other topic), else you are on the way to think that he downloaded a pirated version :)

     

    Back on topic you can see how the things work in the fpscontroller.lua script and relative bullet.lua (they are inside the Scripts folder).

  9. or plug one of these in via usb: :)

    http://www.cubixgpu.com/

    It would be a good idea to not force us to change our laptop when the graphic card becomes "old", but its cost is really too expensive and for that price you could buy a new laptop with the latest graphic card mounted onboard (i.e. I bought my laptop with the specs in my signature for 600€) :/

  10. I'm not sure about a shipping game, because it kinda feels wrong to oblige people to download and install a 300MB framework (even when most users will have it installed already) But for anything else (editors,tools etc.) C# is the perfect solution. Thanks for your hard work.

    I cannot understand why all non-NET programmers complain about "downloading XXX MB of framework", don't you know that you can simply include the framework redistribution package directly in your setup program? :lol:

  11. I should see what code you used to crash (maybe you tried to set texture on the model material when no material was assigned to it?), however the code to change the texture of a material at runtime:

     

    // .. engine initialize functions
    TModel box = LoadModel("abstract::oildrum.gmf");
    TMaterial mat = LoadMaterial("abstract::cobblestones.mat");
    PaintEntity(box, mat, 1);
    while(!KeyHit(KEY_ESCAPE) && !AppTerminate())
    {
    if (KeyHit(KEY_I))
    	SetMaterialTexture(mat, LoadTexture("abstract::road_dashedwhite2.dds"), 0);
    else if (KeyHit(KEY_V))
    	SetMaterialTexture(mat, LoadTexture("abstract::cobblestones.dds"), 0);
    UpdateFramework();
    RenderFramework();
    Flip();
    }
    return Terminate();
    

  12. ...until we copy our code base onto the 2.4 engine source.

    Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3?

     

    I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers.

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