RealityFactory 0.76 - WIP
- QuestOfDreams
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RealityFactory 0.76 - WIP
This is my work in progress thread about the upcoming RF 0.76 release
completed
work in progress
not started
bug fixes in RF
Falling through Moving Platform
Decals sticking to world models
Music volume setting
Language menu text disappearing
gifx, gify handling in MenuReply command
giffile numbers in MenuReply command
new features in RF
Updated FreeImage Library to v3.9.3
Updated Simkin to v2.23
WindGenerator entity (+related script commands) (as provided by Jay)
Vector-Gravity (as provided by Jay)
Dropping Weapons
extended character set in bitmap fonts
Attaching Actors that blend with the motions of the Actor they are attached to (replacing and extending the idea of Jay's enhanced Pawn weapons)
Upper and lower case characters in Player Name selection menu
tools
Updated RFScriptEdit (already released)
Updated tga2gebmp
Updated IniEditor
Updated VideoSetup
ttf2font exporting extended character set (32-255 instead of 32-127); removed MFC dependency
Updated ActView.exe (making Viewer.exe obsolete (which is good since we don't have the source code))
Updated GameBuilder
documentation
(changing format to compiled html help)
new sections
Creating A Basic Room (tutorial on the main RF site)
Adding A Weapon
Setting Up A Pawn (tutorial from Andy's site)
Environment Mapping
INI Files
Inventory.ini
WindGenerator
index
updated sections
Where To Start
Weapon.ini
Key Action Controls
Compiling RealityFactory
Textures
completed
work in progress
not started
bug fixes in RF
Falling through Moving Platform
Decals sticking to world models
Music volume setting
Language menu text disappearing
gifx, gify handling in MenuReply command
giffile numbers in MenuReply command
new features in RF
Updated FreeImage Library to v3.9.3
Updated Simkin to v2.23
WindGenerator entity (+related script commands) (as provided by Jay)
Vector-Gravity (as provided by Jay)
Dropping Weapons
extended character set in bitmap fonts
Attaching Actors that blend with the motions of the Actor they are attached to (replacing and extending the idea of Jay's enhanced Pawn weapons)
Upper and lower case characters in Player Name selection menu
tools
Updated RFScriptEdit (already released)
Updated tga2gebmp
Updated IniEditor
Updated VideoSetup
ttf2font exporting extended character set (32-255 instead of 32-127); removed MFC dependency
Updated ActView.exe (making Viewer.exe obsolete (which is good since we don't have the source code))
Updated GameBuilder
documentation
(changing format to compiled html help)
new sections
Creating A Basic Room (tutorial on the main RF site)
Adding A Weapon
Setting Up A Pawn (tutorial from Andy's site)
Environment Mapping
INI Files
Inventory.ini
WindGenerator
index
updated sections
Where To Start
Weapon.ini
Key Action Controls
Compiling RealityFactory
Textures
Last edited by QuestOfDreams on Sat Nov 17, 2007 8:11 pm, edited 3 times in total.
- vrageprogrammer
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- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
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Completed the bitmapped font changes. You can still use your old fonts but characters that are not part of the default set will be displayed as blank characters.
- Attachments
-
- extended character set
- Verdana12ext.jpg (43.2 KiB) Viewed 4532 times
-
- default character set
- Verdana12.jpg (18.41 KiB) Viewed 4533 times
Sounds like a great release! Thanks so much for all your work!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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- darksmaster923
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- darksmaster923
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- Location: Huntington Beach, California, USA
I think he's referring to WhiteLyon's Genesis 3D post about AndyCR's "zombie followers". If so...it's getting old already... Keep it up and I'll cast fullcure on you.
Scott brings up a good point about the DX9 integration. Is there anything I can help you with to get that going a little faster? I fancy myself quite a Direct3D 9 expert. I've also very proficient with DirectSound and Creative's EAX extensions. I can sure use this for the contest...
Scott brings up a good point about the DX9 integration. Is there anything I can help you with to get that going a little faster? I fancy myself quite a Direct3D 9 expert. I've also very proficient with DirectSound and Creative's EAX extensions. I can sure use this for the contest...
Many Bothans died to bring you this signature....
- vrageprogrammer
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- vrageprogrammer
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- darksmaster923
- Posts: 1857
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- vrageprogrammer
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