Search found 1520 matches

by QuestOfDreams
Sat Nov 12, 2016 10:33 am
Forum: Programming
Topic: I am having trouble compiling RFeditpro using Visual Studio6
Replies: 22
Views: 6542

Re: I am having trouble compiling RFeditpro using Visual Stu

Locked, as this thread is leading nowhere.

You really should acquire some basic knowledge first, e.g.,
a) learn how to search for answers to your problems on the Internet
b) learn how to program
c) learn how to use your IDE
by QuestOfDreams
Wed Aug 17, 2016 7:46 pm
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16917

Re: Pawn scripts

You can access a Pawn's szEntityName via the Pawn variable EntityName, e.g.

Code: Select all

SetEntityLighting(self.EntityName, 64, 64, 64, 127, 127, 127, false);
by QuestOfDreams
Tue Aug 16, 2016 10:12 pm
Forum: Game Designs
Topic: Dark Crypt (Isometric Dungeon)
Replies: 80
Views: 291940

Re: Dark Crypt (Isometric Dungeon)

For example i do not know how they added that RF sphere right of the buttons,i would like to rid of that if i am to replace the rf background with a temporary ink drawing of something. The menu layout is defined in the CEGUI layout files in gui/layouts. I think it should be in menu_main.layout and ...
by QuestOfDreams
Tue Aug 16, 2016 9:38 pm
Forum: RF Scripting
Topic: Inventory menus pictures -how
Replies: 7
Views: 3421

Re: Inventory menus pictures -how

Let's start simple and assume that we keep the overall look and feel of the basic GUI widgets like sliders, check boxes, window frames etc. (changing that is quite a bit advanced). For the inventory, there are several components that need to be set up: inventory.ini inventory text file(s) (as define...
by QuestOfDreams
Fri Dec 25, 2015 4:47 pm
Forum: Level Design & Entity Usage
Topic: failed to create world question
Replies: 4
Views: 3120

Re: failed to create world question

That message means that the level file has been opened for reading successfully but during the read process something went wrong (i.e. an invalid/corrupt file). At that stage it's difficult to tell what exactly went wrong.
by QuestOfDreams
Fri Dec 25, 2015 1:39 pm
Forum: General Discussions
Topic: Seasons Greetings
Replies: 9
Views: 20253

Re: Seasons Greetings

I stick to the classical "Merry Christmas everyone!" :D
by QuestOfDreams
Fri Dec 04, 2015 5:00 pm
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18447

Re: Custom RF Build

Phew, turns out my previous SVN hoster decided to deem the repository abandoned after 6 months of inactivity and removed it, which basically leaves me with my local working copy of the code but no commit/revision history (SVN doesn't store that locally - another reason I want to move to git). Thus f...
by QuestOfDreams
Sun Nov 22, 2015 2:51 pm
Forum: Programming
Topic: Custom RF Build
Replies: 13
Views: 18447

Re: Custom RF Build

Realityfactory: -[CODING] created a base class for new global scriptobjects -[SCRIPTING] moved Input scripting to new "Input" scriptobject -[SCRIPTING] moved Camera scripting to new "Camera" scriptobject -[SCRIPTING] moved Math scripting to new "Math" scriptobject+lots of Math functions -[SCRIPTING...
by QuestOfDreams
Sun Nov 22, 2015 2:37 pm
Forum: Programming
Topic: RFTexture Packer and RFscriptedit
Replies: 13
Views: 24892

Re: RFTexture Packer

Jay wrote: 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.
I'm still around, though my time for RF is pretty limited these days. :wink:
by QuestOfDreams
Fri Jul 03, 2015 2:12 pm
Forum: Level Design & Entity Usage
Topic: Shadows on Mirror?
Replies: 5
Views: 1794

Re: Shadows on Mirror?

Found this in the Genesis3d source code, doesn't look like RF supports shadows in mirrors: #pragma message ("BUG: Shadow caused crash in mirrors (oops). Need to write a RenderShadowThroughFrustum...") /* if (P->DoShadow) { gePuppet_DrawShadow(P,Engine,World,Camera); } */ Actually, that's not the co...
by QuestOfDreams
Wed Jul 01, 2015 11:21 pm
Forum: Programming
Topic: RfEdit enhancements
Replies: 15
Views: 4946

Re: RfEdit enhancements

That version is obsolete anyway. The mentioned features are included in the latest version of RFEdit Pro.

Note, that continued thread necromancy will result in a temporary banning. :!:
by QuestOfDreams
Wed Jul 01, 2015 11:18 pm
Forum: Programming
Topic: Genesis3d source 24-10-2007 (geWorld_AddEntity and physics)
Replies: 2
Views: 1663

Re: Genesis3d source 24-10-2007 (geWorld_AddEntity and physi

That version is obsolete. The mentioned features are included in the latest version of the Genesis engine available from the Downloads section.
by QuestOfDreams
Wed Jul 01, 2015 11:17 pm
Forum: Feature Requests
Topic: An RFPro re-write/update please
Replies: 9
Views: 4901

Re: An RFPro re-write/update please

That version is obsolete anyway. The mentioned features are included in the latest version of RFEdit Pro.
by QuestOfDreams
Tue Jun 30, 2015 11:18 pm
Forum: Level Design & Entity Usage
Topic: Help with entity attribute .
Replies: 10
Views: 2309

Re: Help with entity attribute .

For the standard (built-in) player you need to specify the attribute type in the AttributeInfoFile (usually player.ini) before its values can be manipulated (e.g. by picking up Attribute entities in the level).
For pawns you need to use the AddAttribute script command instead.
by QuestOfDreams
Tue Jun 09, 2015 11:57 pm
Forum: Modelers Corner
Topic: Tree transparent
Replies: 3
Views: 3200

Re: Tree transparent

In Milkshape use a (dummy) BMP file when exporting to Genesis bdy. When you have built the actor file you can replace the BMP with your TGA texture using the tga2gebmp tool in the tools folder.