Reality Factory 0.75A Full Install
- QuestOfDreams
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- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
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Reality Factory 0.75A Full Install
Finally a new release of Reality Factory is available. Version 075A comes as a full installer with a couple of new demo levels and example resources. Some nasty bugs are fixed now and there are a few new features too. Download it from the Downloads Section or the Reality Factory Resource Site at FileFront and check it out.
(~90 MB of free hard disk space required)
Bug Fixes
Fixed X-rotation in pawn command Rotate
Fixed High/low value limits in pawn command AddAttribute
Fixed StaticMesh entities not rendering during conversations
ActorSpray/ActorSpout base rotation now expected in degrees as specified in the docs
Fixed unpredictable behaviour when colliding with planes pointing in negative Y-direction
Fixed rendering of actor polys on some NVIDIA graphics cards in D3D7x driver
New Features
Added usedirectinput option in RealityFactory.ini file to disable the use of DirectInput (on some Win98 systems DirectInput may conflict with HID.dll)
Detailed logging only if option logging is set to true in RealityFactory.ini file
Added flipindicator option to HUD elements, so the indicator may also decrease from left to right or from bottom to top
New script commands SetAttributeValueLimits, RightCopy, NearestPoint (returns the nearest visible ScriptPoint), SetFOV, sin, cos, tan
New pawn variables player_animation (returns the current player animation), player_viewpoint (returns the current player viewpoint)
Morphing of alpha channels in EM_Morph entity
Misc
Updated VideoSetup utility
Changed some fatal errors to warning level (logged in RealityFactory.log):
Missing Actors (just no rendering of entity)
Missing fonts get replaced by first existing font if any
If viewpoint is set to fixed camera and no camera is found, 3rd person camera is used by default
(~90 MB of free hard disk space required)
Bug Fixes
Fixed X-rotation in pawn command Rotate
Fixed High/low value limits in pawn command AddAttribute
Fixed StaticMesh entities not rendering during conversations
ActorSpray/ActorSpout base rotation now expected in degrees as specified in the docs
Fixed unpredictable behaviour when colliding with planes pointing in negative Y-direction
Fixed rendering of actor polys on some NVIDIA graphics cards in D3D7x driver
New Features
Added usedirectinput option in RealityFactory.ini file to disable the use of DirectInput (on some Win98 systems DirectInput may conflict with HID.dll)
Detailed logging only if option logging is set to true in RealityFactory.ini file
Added flipindicator option to HUD elements, so the indicator may also decrease from left to right or from bottom to top
New script commands SetAttributeValueLimits, RightCopy, NearestPoint (returns the nearest visible ScriptPoint), SetFOV, sin, cos, tan
New pawn variables player_animation (returns the current player animation), player_viewpoint (returns the current player viewpoint)
Morphing of alpha channels in EM_Morph entity
Misc
Updated VideoSetup utility
Changed some fatal errors to warning level (logged in RealityFactory.log):
Missing Actors (just no rendering of entity)
Missing fonts get replaced by first existing font if any
If viewpoint is set to fixed camera and no camera is found, 3rd person camera is used by default
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
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good job QoD nice guns, level design, and I especially like your menu. Keep up the good work.
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Nice release! Great level tooo (thanks, you leave the 3dt in the workfolder).
The source in the download section contains the latest changes? I'm working with a 075 version+physics. I've made several changes in camera code (it wasn't possible to have mouserotation=true allowzoom=false disabletilt=false), and the audio system (no we can "tune" the car engine sound) plus I added some script commands (such as self.order_name that returns your Order name, self.camera_yaw). The version I own contains the SetRelBoneRotation that I used to code the turning torso and the rewritten bone commands used to have a working "composed ragdoll". The only problem is that this version isn't stable and sometimes it crashes.
I'm planning to create a script command that will unify all the procedures to automatically force the ragdoll to take the position/rotation of the pawn bones. When the pawn is killed the ragdoll render is turned on and the pawn off. Naturally the ragdoll and the pawn must have the same aspect.
Create a ragdoll with the right proportion, break a model in several pieces, building several actors for every bodypart, placing them correctly is a pain! The solution is to find a way to use the new Nout's bone commands to leave the ragdoll unrendered and to place the pawn's bone according with the position/rotation of the ragdoll bodypart.
The source in the download section contains the latest changes? I'm working with a 075 version+physics. I've made several changes in camera code (it wasn't possible to have mouserotation=true allowzoom=false disabletilt=false), and the audio system (no we can "tune" the car engine sound) plus I added some script commands (such as self.order_name that returns your Order name, self.camera_yaw). The version I own contains the SetRelBoneRotation that I used to code the turning torso and the rewritten bone commands used to have a working "composed ragdoll". The only problem is that this version isn't stable and sometimes it crashes.
I'm planning to create a script command that will unify all the procedures to automatically force the ragdoll to take the position/rotation of the pawn bones. When the pawn is killed the ragdoll render is turned on and the pawn off. Naturally the ragdoll and the pawn must have the same aspect.
Create a ragdoll with the right proportion, break a model in several pieces, building several actors for every bodypart, placing them correctly is a pain! The solution is to find a way to use the new Nout's bone commands to leave the ragdoll unrendered and to place the pawn's bone according with the position/rotation of the ragdoll bodypart.
Great work! The demo levels are awesome!
I like the menu bar in the top of the screen VERY much. Now all those non-scripter users have a nice example of how an inventory or a menu of some sort can be scripted.
The new script commands rock too!
@federico
RF with ragdolls sounds amazing. I'm really looking forward to seeing those in action! Keep up the good work!
I like the menu bar in the top of the screen VERY much. Now all those non-scripter users have a nice example of how an inventory or a menu of some sort can be scripted.
The new script commands rock too!
@federico
RF with ragdolls sounds amazing. I'm really looking forward to seeing those in action! Keep up the good work!
Pain is only psychological.
- QuestOfDreams
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- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
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No, I haven't updated the source code download yet. So it's still RF 075.The source in the download section contains the latest changes?
Since I've discovered a few memory leaks while doing a debug build of RF, I will probably release a patch for the current version together with the updated source within a couple of days.
As long as the physics build isn't stable I don't think it's a good idea to integrate the changes into the official release...I've made several changes in camera code (it wasn't possible to have mouserotation=true allowzoom=false disabletilt=false), and the audio system (no we can "tune" the car engine sound) plus I added some script commands (such as self.order_name that returns your Order name, self.camera_yaw). The version I own contains the SetRelBoneRotation that I used to code the turning torso and the rewritten bone commands used to have a working "composed ragdoll". The only problem is that this version isn't stable and sometimes it crashes.
If you have any code that doesn't depend on the physics, just post them in the programming section of the forum or send me an email with the changes and I'll try to add them in the next release.