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DLL Talk / NGC v4.01 Released!

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Pulsar Coder
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Posted: 8th Apr 2006 16:36
ok, what did Josh say?
Lost in Thought
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Posted: 8th Apr 2006 16:40
He said he wasn't changing the exporter basically and it was already optimized

Also since I got tied up beta testing and helping people I am uploading the current version I have now. Everything is in the readmes I think. There is 1 bug I know of with the menu. Don't use escape in the menu after the game has loaded. It will crash. I'll fix this tonight.

http://www.mapmasterz.com/lit/FreeEngineB5.zip

x1b
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Posted: 8th Apr 2006 17:12
what is the ETA on 4.02,anyway? I know it was 7-10 days about a week and a half ago.


Lost in Thought
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Posted: 8th Apr 2006 17:23
It's getting close. Just a few things keep poping up and Matthew wants it to be as perfect as can be. I guess I'm just too good a tester as I keep finding odd stuff LOL. And Matthew is alot like me, he recodes instead of putting on bandaids.

Pulsar Coder
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Posted: 8th Apr 2006 17:28
LiT, after browsing Leadwerks' Game Developers' License page (http://www.leadwerks.com/index.php?page=license.htm), I guess Josh does not plan/want to release 3DWS file format.
Lost in Thought
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Posted: 8th Apr 2006 17:34
He already gave us 1 version of the format ages ago. I don't see the big deal. Without a 3dw importer I am not going to use 3dws nor will I help anyone use it to any great extent (such as making a free engine). CShop and the CSM Importer is the way to go until he gives us a file format. However he also posted a loader code in blitz language (which I don't know).

If anyone knows this language please for the love of god make a file format chart: http://www.leadwerks.com/forums/viewtopic.php?t=583

It wouldn't take him long to do it

x1b
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Posted: 8th Apr 2006 18:37
Quote: "And Matthew is alot like me, he recodes instead of putting on bandaids."



Thats how its done in Information Security. Admirable.


Lost in Thought
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Posted: 9th Apr 2006 11:58 Edited at: 9th Apr 2006 18:00
I have fixed the menu crashing bug for those interested. Find this in the options gosub and replace it.



I'll try and get some stuff done before I go to bed as me and Matthew always gets out of sync on the weekend (I sleep most of it ) and I'm waiting on the next beta. 4.02 will be great and worth the wait IMO.

[edit2] Enemys will have autosizing and auto offsetting ellips as an option when 4.02 is finalized You will also be able to put in a manual size and offset.

[edit3] If someone could make some new media for lazer sights, blood splats and such it would be most appreciated. I'll have muzzle flashes and simple kick animations in before I take a nap. And I'll post it here.

[edit4] Got tied up helping someone and in turn found another NGC bug that probably never would have been found lol. I have to get some sleep. No gun kick or muzzleflash in yet but I'll upload the new code I have anyway as it has a sort of alpha test version of the autosize and auto ellip code. Use the auto_ellip option on the enemys (set it to 1 for auto and 0 for manual). I am going to add another option (flag of 2) for and average ellip instead of a max. there is also a mesh (shape) setting for enemies now but don't use it if you have to use the ellip offset as there is another bug (or just a functionality limitation).

New full version here: http://www.mapmasterz.com/lit/FreeEngB6.zip

Cash Curtis II
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Posted: 10th Apr 2006 05:57 Edited at: 10th Apr 2006 07:00
Quote: "ok,got them. you're lucky,was going to dispatch the TGC hitman on you. big red nose...huge goofy shoes..wears a wig and tells bad jokes."

I tell bad jokes?

@LiT - I don't know what's wrong, I'm getting a consistent 12 FPS on the demo. I'm running it on a 3.2 Ghz Pentium, 1 GB Ram, ATI Radeon 9600 Pro, 256 MB Ram. I don't normally get low FPS either...

I can tell it's all timer based, because it works at the right speed, it's just jumpy.

The Inca Pro demo works pretty well on my computer. The only difficulty I've had is trying to load a lightmapped DBO file without the Inca import code - I went from 50 FPS to 12 in my TYTT entry. I dropped the lightmapping because I didn't have time to implement the correct loading files. So, thus far, I haven't actually used it in a project.

It might just be my computer, but it seems weird. Using Sparky's Giles lightmap importer, DBP works perfectly with a lightmap.

In any event, great looking stuff, I can't wait to take a closer look.


Lost in Thought
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Posted: 10th Apr 2006 09:24 Edited at: 10th Apr 2006 09:46
I have had reports of people with ATI cards not liking NGC and AVI's playing at the same time. You system is better than mine and I get a constant 50fps pretty much. Yeah the multitexturing also acts weird on some systems causing a slow down. I don't know if it is fro mthe extra memory usage from the lightmap textures or what. I'll add some memory statistics in one of the next version to help us check it out.

I'll upload a version of the map with no avi animation for you to try as well. Or if you have CSHop you can load it in and change it. It may be a bit before I get to it.

[edit] You may want to try a higher resolution Cash (its 800, 600, 32 by default). When the menu comes up at the first choose options and then screen size. You cannot change the screen size once in game though.

Cash Curtis II
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Posted: 10th Apr 2006 10:07 Edited at: 10th Apr 2006 10:42
Wow, now I'm getting 50 FPS no matter what screen resolution I'm in. I tested it over and over to reproduce the problem and couldn't.

You know what it probably was? Your righteous code detected errors in my computer, and actually fixed my computer.

I really don't know what caused it to run so slowly. Nothing has really changed on the computer...

[Edit]
I'm such a dummy! You know what it was? I was running two instances of the program at once. The first two times I ran it I had the folder open and my task bar minimized. I somehow quadrupal ?? clicked on it and didn't see it. It didn't click in my mind when I closed the program and still saw it running.

It just proves how righteous the coding is. Running two instances it still ran well.

Lost in Thought
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Posted: 10th Apr 2006 10:17 Edited at: 10th Apr 2006 16:41
LOL. Cool. It should run a bit faster when 4.02 is released and I optimize it. And then I am going to add limb culling on top of that.

Decided to take a break from piddly stuff for now and dive on into the culling code.

[edit] The engine has been posted here:

http://forum.thegamecreators.com/?m=forum_view&t=76403&b=8

And all updates will be there.

x1b
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Posted: 16th Apr 2006 07:01
Been testing 4.02. Truly amazing. I have screens of my FPS jumping to near 50fps with 3-4 models in screen. My average used to be 30fps. Excellent,excellent,work, Matt.


nuclear glory
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Posted: 19th Apr 2006 16:25 Edited at: 19th Apr 2006 16:27
Thanks.

Putting some new slope handling in. They should make the lives of FPS programmers easier.

ETA: Soon. Once the slope handling is done a few more commands will be tested/debugged and Lost in Thought and x1b will give it a going over for me. And she'll be released.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Pulsar Coder
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Posted: 19th Apr 2006 19:40
I cannot wait to see the combined speed of U6 + 4.02 ...
x1bwork
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Posted: 19th Apr 2006 21:21
Im yet to test LiTs Culling Code, but will be on that this weekend. U6.x+4.02+CC, should be well worth the wait.

Pulsar Coder
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Posted: 20th Apr 2006 01:32
Let's hope LiT can improve the CC by introducing a tree-based render stage a/o use the one included in the new version of NGC.
Lost in Thought
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Posted: 20th Apr 2006 02:03
I'm still working on the trees in my spare spare time. I am probably going to go with combining the bounding boxes. It isn't the most accurate but seems pretty fast and works well in most cases. Still trying different stuff. I'll post as soon as I get something working great.

nuclear glory
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Posted: 20th Apr 2006 11:33
New slope command looks to be working great. Putting in one more for special ellip-2-edge handling.

Only 39 hours before our site stops acting funky (from the DNS change).

Will be some more news soon.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
x1bwork
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Posted: 20th Apr 2006 15:54
39 hours for a DNS propagation? That doesnt sound right,matt. Or is it the whole DN Server thats changing.

nuclear glory
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Posted: 21st Apr 2006 01:46 Edited at: 21st Apr 2006 01:47
There were 39 hours left. It's down to about 24 now. We're giving it 72 hours total to clear so we aren't bouncing people around between the old and new servers.

The DNS technically updates almost immediately, it just takes that long for everyone's cache to roll over.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Chenak
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Posted: 22nd Apr 2006 18:08
Will there be any way to disable the physics? Its bloody annoying when you can't actually set the properties
nuclear glory
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Posted: 23rd Apr 2006 02:21 Edited at: 23rd Apr 2006 02:24
Physics is not implemented for NGC v4.02 (collision & response only). For how the response behaves you have a lot of controls. When we get to adding physics you will be able to control collision & physics independently.

News

Site propogation is done. All emails will be purged/responded-to by Sunday night.

NGC v4.02 is, for all intensive purposes, completed. Some example source has to be updated along with some membership and registration systems on the new website.

My sincere thanks to Lost in Thought for tirelessly beta testing every piece of the new system. He is partly responsible for the shear stability & accuracy of the new version (even in extreme collision scenarios).

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Chenak
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Posted: 27th Apr 2006 04:45
Objects with elipse collision applied seem to be pushable though
Lost in Thought
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Posted: 27th Apr 2006 06:33
In 4.02? 0_o I have only found 1 instance where it done this and it was at really, really high speed (moving 100000 units) and was non-reproducable (I tried for an hour or so). If you can provide a reproducable example showing this, it can be checked out.

Chenak
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Posted: 28th Apr 2006 01:28
No idea, I don't have 4.02 and that download section isn't up yet. But the 3rd person example had this bug, walk in between the walking enemies and they would be pushed to either side a little bit. Some times it messes with my pathfinding routines producing strange effects.
Lost in Thought
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Posted: 28th Apr 2006 03:29
Oh if an ellip is moving it is not pushed. It slide around you. Change them to resp_stick of you don't want them to slide around you. If an ellip is stationary and another hits it and the staionary ellip is pushed, it is a bug IMO as physics are not in yet. However if both ellips are moving both should be able to slide each other to gain a compromise when set to resp_slide. This is the very basis of sliding collision.

And no idea why the site isn't up yet. I haven't heard from matthew about it. You can email him directly for a link but it should be done pretty soon. The actual dll was done a while ago, he just has to update the examples/manual and the site to release it.

Chenak
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Posted: 28th Apr 2006 13:50
Ah that works cheers. Its kinda annoying when that happens and ya can't set the mass, especially when the thing being pushed is supposed to be a very heavy steam powered robot or something
x1bwork
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Posted: 9th May 2006 20:51
Quote: "No idea, I don't have 4.02 and that download section isn't up yet."


I have a 4.02 I should be able to release to you. I'll inquire with Matthew while he gets the link up if LiT and I can issue the 4.02 beta mean time.

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