Search found 1233 matches

by Jay
Sat Mar 19, 2016 4:38 pm
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18408

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.
by Jay
Tue Dec 22, 2015 5:43 pm
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18408

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...
by Jay
Tue Nov 24, 2015 2:01 pm
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18408

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 just break w...
by Jay
Mon Nov 23, 2015 11:55 am
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18408

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 came out,...
by Jay
Sun Nov 22, 2015 11:20 am
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18408

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]...
by Jay
Sat Nov 21, 2015 7:04 pm
Forum: Programming
Topic: RFTexture Packer and RFscriptedit
Replies: 13
Views: 24865

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 ...
by Jay
Tue Feb 10, 2015 12:13 am
Forum: Programming
Topic: Reality Factory SVN or 0.76.1 Source Code
Replies: 1
Views: 3109

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)
by Jay
Mon Dec 05, 2011 12:48 am
Forum: RF Scripting
Topic: crash at death,take a quick look..
Replies: 3
Views: 3897

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.
by Jay
Wed Nov 30, 2011 12:00 pm
Forum: RF Scripting
Topic: crash at death,take a quick look..
Replies: 3
Views: 3897

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 the code at the moment: The b...
by Jay
Fri Sep 16, 2011 3:10 am
Forum: General Discussions
Topic: The Happy Birthday Topic :)
Replies: 196
Views: 551011

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
by Jay
Thu Sep 15, 2011 10:08 am
Forum: General Discussions
Topic: OMG what did I read
Replies: 4
Views: 2885

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 ...
by Jay
Tue Sep 13, 2011 11:13 am
Forum: RF Scripting
Topic: Pawn -stays in pain too much...
Replies: 2
Views: 2659

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.
by Jay
Mon Sep 12, 2011 1:28 pm
Forum: Game Designs
Topic: Side-scrolling isometric level
Replies: 8
Views: 10441

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...
by Jay
Sun Sep 11, 2011 8:22 pm
Forum: Game Designs
Topic: Side-scrolling isometric level
Replies: 8
Views: 10441

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...
by Jay
Sat Sep 10, 2011 10:54 pm
Forum: Game Designs
Topic: Side-scrolling isometric level
Replies: 8
Views: 10441

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...