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Quick development update

Posted: Sat Nov 12, 2005 4:53 pm
by QuestOfDreams
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...

Posted: Sat Nov 12, 2005 5:07 pm
by federico
oh yeah! 8)
small bug in PWXImageManager
Depth/zDepth perhaps?

Posted: Sat Nov 12, 2005 7:34 pm
by ZenBudha
camera flickering at start in 1st person mode
shots not showing on all walls
I love you! 8)

Posted: Sat Nov 12, 2005 9:03 pm
by Nout
Are you working on DX9 support?

Posted: Sun Nov 13, 2005 5:19 am
by hike1
Hanging Foliage?

Any luck with the .vfs encryption?

Posted: Mon Nov 14, 2005 6:26 pm
by Nout
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

Posted: Tue Nov 15, 2005 1:35 am
by animatrix
AWSOME!!!, thank you so much for the hard work, incredible,
Ani :D

Posted: Tue Nov 15, 2005 6:20 pm
by GD1
this is some great stuff!

keep up the much appreciated good work guys! :)

Posted: Sat Dec 03, 2005 2:48 am
by QuestOfDreams
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...

Posted: Sat Dec 03, 2005 3:49 am
by AndyCR
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

Posted: Sat Dec 03, 2005 4:22 pm
by animatrix
It keeps getting better and better, thank you :D

Posted: Sat Dec 03, 2005 7:34 pm
by hike1
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.

Posted: Sat Dec 03, 2005 8:41 pm
by QuestOfDreams
I'm currently looking into the vfs stuff... one of the last few things to do in the code before it can be released

Posted: Sun Dec 04, 2005 12:44 am
by AndyCR
i thought Nout said he had the encryption fixed in his physics-able version of rf. could be wrong.