Search found 1233 matches
- Sat Mar 19, 2016 4:38 pm
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 22228
Re: Custom RF Build
If anyone is still here, i had to discontinue the project because of a computer crash and very limited time. I am very sorry about that.
- Tue Dec 22, 2015 5:43 pm
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 22228
Re: Custom RF Build
Just wanted to check in and show that i am still alive. Due to Christmas time and personal things, i have not found much time to work on RF. I cannot guarantee anything until the next year. RealityFactory is linked statically against the Genesis3D library as are most of the tools that require it. Ri...
- Tue Nov 24, 2015 2:01 pm
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 22228
Re: Custom RF Build
@acid99: Cannot port to Mac. Way too much work. To do something like that, you could just rewrite Realityfactory,Genesis3d, etc etc. Second, i don't think MSVC++ does not support. Third, i have no idea how to program for mac (besides Java). And all this "unsafe Genesis3d" behavior might ju...
- Mon Nov 23, 2015 11:55 am
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 22228
Re: Custom RF Build
Acid99, let's be real. We are dealing with the granddad of GameCreationSystems. I think a lot of users actually went to newer GameEngines, since their tools have improved rapidly in the last years, and some went "free" (meaning i you don't have to invest money just to get the SDK). When RF...
- Sun Nov 22, 2015 11:20 am
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 22228
Custom RF Build
Hello. I did some heavy modding of my RF version+GenesisLib source code. This is based on the 076source, since sadly there is no later one available (i tried to get the 080source code but no sucess...). This post is also a test if anyone actually reads these forums anymore. Some highlights: [CODING]...
- Sat Nov 21, 2015 7:04 pm
- Forum: Programming
- Topic: RFTexture Packer and RFscriptedit
- Replies: 13
- Views: 28824
Re: RFTexture Packer
First off. Welcome to the forum. :) I just logged in after a very long time. I have no idea where everyone is. QoD has apparently left and apparently most other senior members too, because QoD was the main guy who actually brought RF forward from a coding perspective. [EDIT] I orginially had a very ...
- Tue Feb 10, 2015 12:13 am
- Forum: Programming
- Topic: Reality Factory SVN or 0.76.1 Source Code
- Replies: 1
- Views: 4529
Re: Reality Factory SVN or 0.76.1 Source Code
I too was wondering if there was some way to grab the current source code of RF. (Preferably the 0.78 beta release - since it seems it will take a while again)
- Mon Dec 05, 2011 12:48 am
- Forum: RF Scripting
- Topic: crash at death,take a quick look..
- Replies: 3
- Views: 4763
Re: crash at death,take a quick look..
Yes i think that would work. PawnRender(false) does not remove the actor from memory, it only makes it invisible.
- Wed Nov 30, 2011 12:00 pm
- Forum: RF Scripting
- Topic: crash at death,take a quick look..
- Replies: 3
- Views: 4763
Re: crash at death,take a quick look..
@Veleran: My guess is since you are applying the explosion to the actor via ("BONE02"), but then delete the actor with Remove(true), you get a crash since it cannot find the actor anymore... Try changing "BONE02" to "" in your death command. @QoD, or whoever is managing...
- Fri Sep 16, 2011 3:10 am
- Forum: General Discussions
- Topic: The Happy Birthday Topic :)
- Replies: 196
- Views: 572652
Re: The Happy Birthday Topic :)
Thanks! I had a good one with friends... omg the times i had to write this to get it without any errors
- Thu Sep 15, 2011 10:08 am
- Forum: General Discussions
- Topic: OMG what did I read
- Replies: 4
- Views: 3696
Re: OMG what did I read
Yep. RF graphics is basically the DX7 era of video games - this is what RF can do. In other words, everything that came before Morrowind. The only thing that really hurts is the missing hardware T+L... However, there are also some stumbling stones in the way to implement that... the biggest problem ...
- Tue Sep 13, 2011 11:13 am
- Forum: RF Scripting
- Topic: Pawn -stays in pain too much...
- Replies: 2
- Views: 3276
Re: Pawn -stays in pain too much...
AddPainOrder("IdlePain", 100); // show pain and trigger alert
The pawn goes to the pain order everytime it's hit. Replace this with
AddPainOrder("IdlePain", PAINPERCENT); // show pain and trigger alert
and the PAINPERCENT value is taken into account.
The pawn goes to the pain order everytime it's hit. Replace this with
AddPainOrder("IdlePain", PAINPERCENT); // show pain and trigger alert
and the PAINPERCENT value is taken into account.
- Mon Sep 12, 2011 1:28 pm
- Forum: Game Designs
- Topic: Side-scrolling isometric level
- Replies: 8
- Views: 13458
Re: Side-scrolling isometric level
I remade the trees. Now they use planes, and also have 1 LOD: The Trees, added into the starting town to fill it up a little: http://www.mediafire.com/imgbnc.php/cff78283ac4cb8300f91475b690b2f68bf2ee0a34bc1f78cd810457e5bc4ec762g.jpg The LOD. You have to look at the trees specifically to see it. (Mad...
- Sun Sep 11, 2011 8:22 pm
- Forum: Game Designs
- Topic: Side-scrolling isometric level
- Replies: 8
- Views: 13458
Re: Side-scrolling isometric level
Added a forest http://www.mediafire.com/imgbnc.php/44178f3e590ef6036ca2e685afeaa953cfacf7a8ae517a4d7f79c0573bcdd5eb2g.jpg http://www.mediafire.com/imgbnc.php/4f3e722eb9775e98c8acdb02dc61dc8cd6c98f4608a20e0916c67417e912e1ef2g.jpg The hud shows energy and health respectively. I am not sure about the t...
- Sat Sep 10, 2011 10:54 pm
- Forum: Game Designs
- Topic: Side-scrolling isometric level
- Replies: 8
- Views: 13458
Re: Side-scrolling isometric level
Detail is coming. I wanted to make the big stuff before i add all kind of small things. Right now i am working on ghost/skeleton/zombie like monsters for the crypt. The scripts are ready. (I still had a lot of scripts, so it was easy to build something) After playing with the light a bit i figured i...