Reality Factory Community Release 04/11/07
Reality Factory Community Release 04/11/07
Ok i finally have finished writing the documentation of it. I made a txt and a doc (word) version of it. I hope that satiesfies everyone.
Sadly, i am having problems to compile the source because now (i had to switch computers, the old one burned out, no data was lost) it's giving me linker errors i have never seen before. This is why i could not change the Realityfactory.log head to "RealityFactory CR....". I hope you forgive me.
The 'normal' download (documentation + needed files)
http://www.mediafire.com/?bzzfgtjy5dm
Source code
http://www.mediafire.com/?6jjnedlmm0u
An additonal file you have to link to to compile the source
http://www.mediafire.com/?6gbtyzm4znb
I hope this free file hoster works...
Please post bugs regarding this version ONLY in this topic, because otherwise we might get confused when somebody posts a bug to bug reports and it's about this version. Problems with this version should also ONLY go into this topic.
Read the documentation before starting. Enjoy!
---------------------------------------------------------------BEGIN EDIT-------------------
Feature list: (taken from the documentation)
This Release adds:
-Enchanched Weapon System: It is now possible to add up to 16 weapons to one pawn actor. When a weapons are assigned to a pawn, you MUST make sure that the first slot (0) is also assigned, otherwise you will get crashes sooner or later.
-Particle Wind
-WindGenerator Entity
-Adding of Dynamic Entities (=Actors) is now possible.
-Gravity is now represented as 3 component vector (XYZ) so that if you want, you can make the gravity go like three down and one to the east. With this, the entry in EnvironmentSetup also has changed.
-A bunch of new script commands, namely:
-EndScript();
-FreezeEntity(char* entityname);
-Math(…), by Nout, just in case someone needs it.
-Environment_SetGravity(float x, float y, float z);
-Environment_GetGravityX();
-Environment_GetGravityY();
-Environment_GetGravityZ();
-Environment_SetWind(float x, float y, float z);
-Environment_GetWindX();
-Environment_GetWindY();
-Environment_GetWindZ();
-Environment_SetWindBase(float x, float y, float z);
-IsInLiquid();
-SetForceEnable(bool enabled);
-SetWindGenerator(bool enabled);
-ForceXYZ(float x, float y, float z);
-AddDynamicEntity(char* szActorFile, char* szEntityName);
-RemoveDynamicEntity(char* szEntityName);
-PreLoadActor(char* szActorFile);
-The following script commands were altered to fit the new Pawn Weapon system:
-SetWeapon(char* name, int slot);
-RemoveWeapon(int slot);
-If you wonder where the EAS (=EntityAreaSystem) has gone, i’ve thrown it out of the release because there was a bug i couldn’t solve. The code is is there for you to see and maybe solve the bugs, but the entry in GameEntityDataTypes.h is commented out. If you really want to test it, uncomment the entry in GameEntityDataTypes, but don’t say i have not warned you.
-----------------------------END EDIT-------------------------
Sadly, i am having problems to compile the source because now (i had to switch computers, the old one burned out, no data was lost) it's giving me linker errors i have never seen before. This is why i could not change the Realityfactory.log head to "RealityFactory CR....". I hope you forgive me.
The 'normal' download (documentation + needed files)
http://www.mediafire.com/?bzzfgtjy5dm
Source code
http://www.mediafire.com/?6jjnedlmm0u
An additonal file you have to link to to compile the source
http://www.mediafire.com/?6gbtyzm4znb
I hope this free file hoster works...
Please post bugs regarding this version ONLY in this topic, because otherwise we might get confused when somebody posts a bug to bug reports and it's about this version. Problems with this version should also ONLY go into this topic.
Read the documentation before starting. Enjoy!
---------------------------------------------------------------BEGIN EDIT-------------------
Feature list: (taken from the documentation)
This Release adds:
-Enchanched Weapon System: It is now possible to add up to 16 weapons to one pawn actor. When a weapons are assigned to a pawn, you MUST make sure that the first slot (0) is also assigned, otherwise you will get crashes sooner or later.
-Particle Wind
-WindGenerator Entity
-Adding of Dynamic Entities (=Actors) is now possible.
-Gravity is now represented as 3 component vector (XYZ) so that if you want, you can make the gravity go like three down and one to the east. With this, the entry in EnvironmentSetup also has changed.
-A bunch of new script commands, namely:
-EndScript();
-FreezeEntity(char* entityname);
-Math(…), by Nout, just in case someone needs it.
-Environment_SetGravity(float x, float y, float z);
-Environment_GetGravityX();
-Environment_GetGravityY();
-Environment_GetGravityZ();
-Environment_SetWind(float x, float y, float z);
-Environment_GetWindX();
-Environment_GetWindY();
-Environment_GetWindZ();
-Environment_SetWindBase(float x, float y, float z);
-IsInLiquid();
-SetForceEnable(bool enabled);
-SetWindGenerator(bool enabled);
-ForceXYZ(float x, float y, float z);
-AddDynamicEntity(char* szActorFile, char* szEntityName);
-RemoveDynamicEntity(char* szEntityName);
-PreLoadActor(char* szActorFile);
-The following script commands were altered to fit the new Pawn Weapon system:
-SetWeapon(char* name, int slot);
-RemoveWeapon(int slot);
-If you wonder where the EAS (=EntityAreaSystem) has gone, i’ve thrown it out of the release because there was a bug i couldn’t solve. The code is is there for you to see and maybe solve the bugs, but the entry in GameEntityDataTypes.h is commented out. If you really want to test it, uncomment the entry in GameEntityDataTypes, but don’t say i have not warned you.
-----------------------------END EDIT-------------------------
Last edited by Jay on Sun Apr 15, 2007 1:15 pm, edited 4 times in total.
Everyone can see the difficult, but only the wise can see the simple.
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EXCELLENT work!! I would reccomend the formatted version of the documentation be in PDF format next time (you can convert it for free with OpenOffice) or some other freely readable format, but besides that, excellent work, and I hope a lot of the changes get integrated into the next official RF release!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Yep, it's a 'RPG-Release' the DynamicEntities thing can be used so that enemies drop items that you can then pick up. The 'Enchanched PawnWeaponSystem'
was meant for inventory systems where you can equip like a sword, and a shield, and a mail, and a cap, and a scarf, and a ring....
Behind every addidion is a little story how i got to the ideas to implement those... i actually needed them for my own game.
was meant for inventory systems where you can equip like a sword, and a shield, and a mail, and a cap, and a scarf, and a ring....
Behind every addidion is a little story how i got to the ideas to implement those... i actually needed them for my own game.
Everyone can see the difficult, but only the wise can see the simple.
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- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
You have to extract it over an existing RF install.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
The first download was corrupted (i mean would not work). Sorry for that. It was really late yesterday....
here is the corrected download also with genesis.dll...
http://www.mediafire.com/?bzzfgtjy5dm
have changed it in the original post..
here is the corrected download also with genesis.dll...
http://www.mediafire.com/?bzzfgtjy5dm
have changed it in the original post..
Everyone can see the difficult, but only the wise can see the simple.
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Ah, sorry about that! I looked through the new features but didn't run it (didn't have an example to test them with).
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
so you tried it and it worked? good
you type Math("sqrt", number)
and it should give you the square root.
it is also possible to use those:
Math("sin",number);
Math("cos",number);
Math("tan",number);
Math("asin",number);
Math("acos",number);
Math("atan",number);
Math("abs",number); - gives you the 'absolute' value of a number as an integer value, e.g. 4.2 and -4.4 both return 4
Math("fabs",number); - does the same but return a float value - e.g. 4.2 return 4.2 and -4.4 return 4.4
Math("pow", number1, number2); -gives you number1^number2 (hope this is understandable)
Math("mod", number1, number2); - gives you the rest of number1/number2
Math("min", someentries); - return the minimum value of all the entries given.
Math("max", someentries); - like above, but return the maximum value.
Math("fmax", someentries);
Math("fmin", someentries); -like above, but return a float value instead of an integer.
there are also some of which i don't understand what they do:
Math("atoi", number);
Math("atof",number);
Math("floor",number);
Math("ceil",number);
For sin,cos,tan,acos,asin,atan it is faster if you call the other commands that we already have, because the Math(...) command was not optimized to fit just one command, but many commands - there are additional tests. Also the "abs" entry is done faster mostly by writing it yourself in a script.
EDIT:
Ouch! just looked at the source code again and saw that the IsInLiquid() command will return "" instead of "FALSE" when there is no liquid the pawn is in...
you type Math("sqrt", number)
and it should give you the square root.
it is also possible to use those:
Math("sin",number);
Math("cos",number);
Math("tan",number);
Math("asin",number);
Math("acos",number);
Math("atan",number);
Math("abs",number); - gives you the 'absolute' value of a number as an integer value, e.g. 4.2 and -4.4 both return 4
Math("fabs",number); - does the same but return a float value - e.g. 4.2 return 4.2 and -4.4 return 4.4
Math("pow", number1, number2); -gives you number1^number2 (hope this is understandable)
Math("mod", number1, number2); - gives you the rest of number1/number2
Math("min", someentries); - return the minimum value of all the entries given.
Math("max", someentries); - like above, but return the maximum value.
Math("fmax", someentries);
Math("fmin", someentries); -like above, but return a float value instead of an integer.
there are also some of which i don't understand what they do:
Math("atoi", number);
Math("atof",number);
Math("floor",number);
Math("ceil",number);
For sin,cos,tan,acos,asin,atan it is faster if you call the other commands that we already have, because the Math(...) command was not optimized to fit just one command, but many commands - there are additional tests. Also the "abs" entry is done faster mostly by writing it yourself in a script.
EDIT:
Ouch! just looked at the source code again and saw that the IsInLiquid() command will return "" instead of "FALSE" when there is no liquid the pawn is in...
Everyone can see the difficult, but only the wise can see the simple.
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