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RealityFactory 0.76 - WIP

Posted: Sun Nov 11, 2007 9:05 pm
by QuestOfDreams
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

Posted: Tue Nov 13, 2007 1:03 pm
by vrageprogrammer
WOW! :lol:

Posted: Tue Nov 13, 2007 1:05 pm
by Juutis
Sounds great, QoD! I'm looking forward to this release. :D

Posted: Tue Nov 13, 2007 8:31 pm
by QuestOfDreams
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.

Posted: Tue Nov 13, 2007 10:30 pm
by AndyCR
Sounds like a great release! Thanks so much for all your work!

Posted: Wed Jan 02, 2008 11:16 pm
by incenseman2003
Superfantasmigoricle!!

Can't wait to get it and put it through the paces.

Thanks QOD.

Posted: Thu Jan 03, 2008 4:16 am
by darksmaster923
incenseman2003 wrote:Superfantasmigoricle!!

Can't wait to get it and put it through the paces.

Thanks QOD.
so many zombies, so little time.
:lol:

Posted: Thu Jan 03, 2008 4:45 am
by fps
Did i miss somthing about zombies???

Posted: Thu Jan 03, 2008 5:38 am
by darksmaster923
fps wrote:Did i miss somthing about zombies???
i dont know

Posted: Thu Jan 03, 2008 7:14 am
by scott
its by chance i come into theis section of the forum as i am not a programmer and whoa!! i wasnt expecting this, however no mention of intergration of DX9?
hows all that coming or is it delayed?

this has taught me a lesson, to check all the forum secitions more often.

Posted: Thu Jan 03, 2008 2:23 pm
by paradoxnj
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...

Posted: Thu Jan 03, 2008 2:25 pm
by vrageprogrammer
Darksmaster has turned into a ZOMBIE!

Posted: Thu Jan 03, 2008 2:27 pm
by vrageprogrammer
Oh yeah, QOD, if you're done with the tuts, can you post them?

Posted: Fri Jan 04, 2008 5:41 pm
by darksmaster923
vrageprogrammer wrote:Oh yeah, QOD, if you're done with the tuts, can you post them?
i think they come with the download. you know the docs folder?

Posted: Fri Jan 04, 2008 5:53 pm
by vrageprogrammer
I'm talking 'bout the new tuts...
^^
Take a look at the first post in this topic