Quick development update

Programming Reality Factory and Genesis3D.
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QuestOfDreams
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Quick development update

Post by QuestOfDreams » Sat Nov 12, 2005 4:53 pm

Well, I haven't posted much about the development progress lately so you may wonder what's going on behind the scenes besides the physics integration...
Here's a short list of what we have done lately

-Edited source code layout for better readability

-Fixed Bugs:
  • camera flickering at start in 1st person mode
    shots not showing on all walls
    # of weapon slots not matching # of possible weapon IDs
    ActMaterial entity allocating a useless struct each tick
    LiftBelt system causing endless loop if more than 1 LiftBelt entity is placed in the level
    LiftBelt system not updating applied force correctly
    small bug in Damage system
    memory leak in FlipTree entity
    memory leak in Foliage entity
    bug in inventory initialization
    incorrect rotation in pawn routines
    player flashlight attched to "joint2" of weapon actor instead of rootbone if no bonename specified
    fixed pawn command GetStringLength
    smaller bugs in PWXImageManager and Procedurals
-Added features:
  • Scaling of actors in x,y,z direction (instead of 1 scale value for all directions) (pawn command)
    Improved pawn command "PostionToPlayer"
    Added a CheckRange to the FixedCamera entity (limits the FOV used to check if the player is visible from the camera's position)
    Hanging Foliage
-Smaller improvements:
  • added new constants to replace often used multiplications/divisions (such as GE_PI/2, 180/GE_PI, ...)
    removed unnecessary vector normalizations
    replaced distance checks by squared distance checks if possible
more to come...

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federico
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Post by federico » Sat Nov 12, 2005 5:07 pm

oh yeah! 8)
small bug in PWXImageManager
Depth/zDepth perhaps?

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ZenBudha
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Post by ZenBudha » Sat Nov 12, 2005 7:34 pm

camera flickering at start in 1st person mode
shots not showing on all walls
I love you! 8)
Fear not the textures for the almighty stylus is with thee - Book of Zen

Nout
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Post by Nout » Sat Nov 12, 2005 9:03 pm

Are you working on DX9 support?

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Post by hike1 » Sun Nov 13, 2005 5:19 am

Hanging Foliage?

Any luck with the .vfs encryption?

Nout
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Post by Nout » Mon Nov 14, 2005 6:26 pm

This was introduced about 6 months ago in the RF demo send out
It's not the goal to hang "foliage" but to hang "spider webs", "dirt" etc...

You can find docs + test it on the RF with Physics alpha
There is also a poly-array entity that allows to hang or place polys in 3 dimensions

Just read the docs that where added to this alpha release

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animatrix
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Post by animatrix » Tue Nov 15, 2005 1:35 am

AWSOME!!!, thank you so much for the hard work, incredible,
Ani :D

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Post by GD1 » Tue Nov 15, 2005 6:20 pm

this is some great stuff!

keep up the much appreciated good work guys! :)
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QuestOfDreams
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Post by QuestOfDreams » Sat Dec 03, 2005 2:48 am

We're getting nearer to a new release
finally added (and debugged) most of Nout's changes (except physics)

high level script commands
  • ShowTextDelay
    ShowText
    GetConvReplyNr
    Concat
    GetAttribute
    SetAttribute
    ModifyAttribute
    GetFlag
    GetEventState
    MouseControlledPlayer
low level script commands
  • SetCameraWindow
    SetFixedCameraPosition
    SetFixedCameraRotation
    SetFixedCameraFOV
    MoveFixedCamera
    RotateFixedCamera
    DistanceBetweenEntities
    SetPawnProperties
    SetAttributeProperties
    UpdateScriptPoint
    GetEntityScreenX
    GetEntityScreenY
    GetScreenWidth
    GetScreenHeight
    MouseSelect
    MouseControlledPlayer
    ShowMouse
    GetMousePosX
    GetMousePosY
    SetMousePos
    SetGamma
    GetGamma
    FillScreenArea
    RemoveFillScreenArea
    ShowText
    RemoveText
    ShowPicture
    SetShowHud
    GetShowHud
    SetAlpha
    GetAlpha
    SetEntityAlpha
    GetEntityAlpha
    SetScale
    SetEntityScale
    CheckArea
    SetFlag
    GetFlag
level controler commands
  • ShowText
    SetPlatformSpeed
    SetDoorSpeed
    SetPlatformToTargetTime
    SetDoorToTargetTime
    SetFlag
    GetFlag
    PlatformDistance
    DoorDistance
Attribute entity has now a PowerUp option that increases the upper limit of Attribute amount and a FillUp option (increase attribute amount to max

Teleport entity got an optional fade out/fade in effect

TeleportTarget now has an orientation that can be used to align actors after teleporting

Messages can be separated into several lines (like in conversations)

GIF files useable in HUD elements

Fixed bug in
ModelManager (Door entity not reversing on collision)

Due to all these little improvements the framerate has increased 1-2 fps (not much but hey, every bit counts :P )

Stay tuned...

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AndyCR
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Post by AndyCR » Sat Dec 03, 2005 3:49 am

wow, those are some insanely useful pawn scripting commands, perhaps an rts might finally be possible.

dont feel bad about it only increasing 1-2 fps, most software gets slower as time goes on instead.

great job with all this! :D

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animatrix
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Post by animatrix » Sat Dec 03, 2005 4:22 pm

It keeps getting better and better, thank you :D

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Post by hike1 » Sat Dec 03, 2005 7:34 pm

Any luck with the .vfs encryption? If not, is it possible/easier to
dump it and go with some other encryption scheme? RF is going nowhere without any serious example content.

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QuestOfDreams
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Post by QuestOfDreams » Sat Dec 03, 2005 8:41 pm

I'm currently looking into the vfs stuff... one of the last few things to do in the code before it can be released

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AndyCR
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Post by AndyCR » Sun Dec 04, 2005 12:44 am

i thought Nout said he had the encryption fixed in his physics-able version of rf. could be wrong.

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