Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DLL Talk / NGC v4.01 Released!

Author
Message
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 21st Mar 2006 07:30
Would ellip-in-volume work for that? Or do you need it to be explicitly resp-none? Resp-none does mesh testing following the rules of the rest of the system, just not actually updating the position of the object. So, technically speaking, resp-none doesn't identify that you are "within" an object because your resp-none object could be as complex as a level (which isn't always convex like with the in-volume command(s), and therefore would be unpredictable with any non-convex object).

If the ellip is buried in the surface of the object that's different. We can keep feeding the collision data as long as the ellipsoid is embedded in a face.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 21st Mar 2006 09:52 Edited at: 21st Mar 2006 10:54
I'll test it with 4.01 when I get home (about 30 mins). But in 2.03 if you walked up to the edge of an object and stood still (still colliding with the edge of the object), it would report the collision on the first loop that you hit it in but none after until you uncollided and recollided with the object. Either way I don't just have to have these for 4.02 if we don't have time. They can be added later with mesh to mesh support. It would be nice though.

[edit] See this example:



Move the spheres with the up and down arrowkeys. You will notice that the number of collisions is only reported as the objects hit for the first moment. But leave the 2 spheres colliding and it reports 0 collisions. I need a way to register this collision.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 21st Mar 2006 11:17 Edited at: 21st Mar 2006 11:18
Ellip-in-volume testing would be best suited unless you also needed the impact point information, surface normals, etc... Will that suffice? It would tell you yes or no based on if the ellipsoid is touching or anywhere within the convex object.

The collisions aren't continually registered as that would be inneficient with sliding ellipsoids. (the routine is processed the same set of code, just an override is in place to avoid physically updating the object when no-resp is active)

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 21st Mar 2006 11:20 Edited at: 21st Mar 2006 15:35
Yeah I don't need anything but a yes or no type situation for resp_none. So I could use the Ellip-in-volume.

[edit] Crouching is now in the test engine. Working on jumping and then shooting. And then probably some sleep. I'll try and get up early before work tomorrow to setup a good test level made (just using the csm entity example for now).

[edit2] Too sleepy to work on jumping code (too many conditions to keep up with). I skipped it and done the shooting. I'll do jumping when I get up.

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 21st Mar 2006 18:31
Quote: "to setup a good test level made"


Im fairly sure Megaton wouldnt mind doing up something for us

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 21st Mar 2006 22:21 Edited at: 23rd Mar 2006 13:18
Cool. I'll get with him when I get the Entity setup done. He can look at the test level I am using (from FXTC) to see how to setup the entities if he's interested.

[edit] Buttons are now shootable.

[edit2] So are doors that aren't set to trigger or button

[edit3] Simple jumping now in (may come back and make it better later). Going to add bullet decals and sparks next and then add sounds for walking and shooting if I can find some media. I may also add sounds to doors and buttons.

[edit4] Moved to bottom

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 23rd Mar 2006 12:57 Edited at: 23rd Mar 2006 13:02
Quote: "Sounds when walking"


take the code from my WIP? and edit it to taste.



[edit]
Nevermind, you mean the actual sound not code. I'll send mine and see if i can find you anything better

[edit 2.0]
What about the DarkMatter series? Wouldnt they have something? I own all of them, there must be something.


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 23rd Mar 2006 12:58 Edited at: 23rd Mar 2006 12:59
Mind if I use the sound? NM that is snow walking lol

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 23rd Mar 2006 13:03
Well, ya, but it works for general outdoor sounds. We will need indoor walking sounds. Looking..


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 23rd Mar 2006 13:13 Edited at: 23rd Mar 2006 22:42
I will use Dark matter sounds until someone finds some. You will afterall be able to change the filenames to your liking from inside CShop when making the levels The same goes for my media (you will be able to tell which ones I made ... all the crappy ones).

[edit] My list keeps getting bigger lol

Moved down:

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 23rd Mar 2006 13:14
found this, just now, check it when you can. if not, ill go through it when I get to work http://www.sound-effect.com/


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 23rd Mar 2006 13:17 Edited at: 24th Mar 2006 12:35
Anything you can find free to use that will work for any of the sounds above, post links if you can. I am 100% non-artistic.

[edit] I am going to crash out and go to bed then. I'll send it to you a little later then (Should be alot farther then).

[edit2] Any donated media for any of the above features is more than welcome. If not we may have to suffer with mine. I would hate for you guys to go through that.

[edit] You can now specify the filename for decals and spark and quantity of decals for different world objects from inside CShop (for metal, wood etc)

[edit] You can also specify which sound you want to play on different world objects.

[edit] Moved down

Miguel Melo
19
Years of Service
User Offline
Joined: 8th Aug 2005
Location:
Posted: 23rd Mar 2006 23:43
Quote: "
<List with Lots of cool stuff deleted>
"


LiT, dude, are you doing a NGC usability demo or a full-featured game?

Have a cute Kiwi for your efforts!

I have vague plans for World Domination
Blazer
22
Years of Service
User Offline
Joined: 22nd Oct 2002
Location: United States
Posted: 23rd Mar 2006 23:50
Lost in Thought, this FPS engine sounds awsome. I have one request, but it will probably be a big job. Could you program a gernade to bounce around off walls and the floor? Gernades are pretty much a neccesity in FPS's now adays (word?) but they sound pretty hard to code.

Roses are RGB(255,0,0) violets are RGB(0,0,255)...
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 01:44
Quote: "LiT, dude, are you doing a NGC usability demo or a full-featured game?"


It is going to be a NGC demo and CSM Importer demo wrapped in 1. They go together quite nicely and do most of the work for you. My entity code was 20 times longer without the CSM Importer and I dare say the collision code was even longer without NGC. The code is currently at 3000+ lines counting the NGC and CSM includes. It will get shorter when I get it done as I am going to go back and organise the code and reuse alot of code over and over again (turn into functions). Then it will probably go back up again when I comment it extensively. I will post 2 version of the code (regular commenting and extensive commenting).

Quote: "Lost in Thought, this FPS engine sounds awsome. I have one request, but it will probably be a big job. Could you program a gernade to bounce around off walls and the floor? Gernades are pretty much a neccesity in FPS's now adays (word?) but they sound pretty hard to code."


That is a great idea that I had not thought of. I will add it, though it will be ghetto'd up as I have no physics in the engine. It may not get done by the time 4.02 is released, but I will release what I have then and come back and finish what I don't have and re-release.

Pulsar Coder
21
Years of Service
User Offline
Joined: 3rd Jan 2004
Location:
Posted: 24th Mar 2006 05:13
LiT, so you're not using 3DWS ...
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 06:16 Edited at: 26th Mar 2006 00:38
Not until he fixes the DBO to work like I need it to, or APEX makes a 3dw importer. It is madness otherwise.

[edit]Moved Down

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 24th Mar 2006 12:39 Edited at: 24th Mar 2006 12:45
LiT,I remember you telling me how you borked the default IDE. I was just testing a 4.02 beta for Matt. Both my Default and Synergy IDE crashed as long as it was loaded. At what point did your Default IDE crap out? Where you testing a 4.02 as well?

[edit]
Just replaced 4.02 to 4.01 and all is well again so something is amiss with the .02 beta and I suggest you try the same to see if your default editor works again,lit.


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 13:32 Edited at: 24th Mar 2006 14:30
Roger. Right now I am tracking down a bug in the engine that came from no where Suddenly my sparks lost their images lol

[edit] Had 1 i,j as j,i ... moral of the story is never code sleepy.

2500 lines of code (not counting the includes) and 1 typo lol. Everything else seems to be working as planned. I don't compile very often so the short var names get me sometimes like that when sleepy.

[edit2] The new version uses less memory for static built objects than the other betas But it has messed up my hitimer() somehow. This I do not understand as they are not even related. My Default IDE also seems to be working even with this since my re-install. It just decided to eat all of my help files the other day.

[edit] NM about the memory and the timer. I am sleepier than I thought. Just opened up an already setup project (so nothing could be wrong) and changed the include file for the new dll. It uses 25% more memory (this may be due to adding ellip support) and is 50% slower. Matthew was coding sleepy as well though Still is loads faster than 4.01

v4.01 = 14ms per cast and v4.02 beta = .359ms per cast, 39 times faster

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 24th Mar 2006 15:02 Edited at: 24th Mar 2006 15:06
I'd like to give my report but I cant load any code that uses 4.02. So,my report is
Quote: "4.02 pwned my IDE"


nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 24th Mar 2006 16:35
***
I'd like to make it perfectly clear to anyone reading this thread:

The above statements are in regards to the V4.02 BETA which has not been cleared for public release yet.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Pulsar Coder
21
Years of Service
User Offline
Joined: 3rd Jan 2004
Location:
Posted: 24th Mar 2006 16:36 Edited at: 24th Mar 2006 16:37
LiT: sound of player steps according to the type of material of the floor (metal, wood, etc.).

EDIT: if not implemented yet ...
x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 24th Mar 2006 17:29 Edited at: 24th Mar 2006 17:51
Quote: "The above statements are in regards to the V4.02 BETA which has not been cleared for public release yet"


Nuclear Glory is right.

I do apologize and should have stated that,LiT and I are helping Nuclear by testing the 4.02 Beta in order to prepare it for a Very Stable,Efficient and Fast working,release. Anything stated in this thread is by NO MEANS ANY INDICATION of what is to be expected by 4.02 or any future releases.

What you see here is nothing more than LiT and I giving one another feedback. truth is, we should be doing this via MSN or email,etc.

Sorry Nuclear,my bad,man. Bad form on my half, I shoulda thought of that ahead of time.


Quote: "sound of player steps according to the type of material of the floor (metal, wood, etc.)"

Coding that in wont be an issue. If you can maybe help find Royalty Free sound effects for the varied enviroments then LiT or I can work in that request for you. Remember,we're coders not Sound Engineers

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 24th Mar 2006 22:30
It's all good. No harm. No foul.

Just working on the next beta over here.

Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Cellbloc Studios
21
Years of Service
User Offline
Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 24th Mar 2006 23:00
LIT:

Let me know if you need any help with anything....

-This...is my boomstick!
Support your local Riker 9 Chapter.
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 23:22 Edited at: 24th Mar 2006 23:34
Quote: "LiT: sound of player steps according to the type of material of the floor (metal, wood, etc.).

EDIT: if not implemented yet ... "


Already in you can also set the decals and sparks for each type of object. For the moment you can't put decals on movable entities though. I need to take the time to lock them to the surface before I can do that.

Quote: "LIT:

Let me know if you need any help with anything...."


Sure thing. This is going to slow down until saturday night (unless I have to work saturday night then I'll start back later tonight). My nephew birthday party is saturday and I'm gonna be Darth Vader

[edit] There is alot more on that list than it looks. You can specify almost every model, sound, or image that is related to each feature from inside the level editor. No need to change any code.

Cellbloc Studios
21
Years of Service
User Offline
Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 25th Mar 2006 00:32
You got my email. I'm stuck in Honduras (AGAIN!) without the Riker 9 code so I'm itching to do something besides sleep with the female population....

-This...is my boomstick!
Support your local Riker 9 Chapter.
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 25th Mar 2006 01:40 Edited at: 26th Mar 2006 23:55
Yeah I am off work Saturday and the party is on. I am stopping work on the engine until Saturday night. Tonight will be NGC 4.02 Beta testing only and I have to watch a star wars film to catch up on my Darth, so there won't be any updates here until then.

[edit] Also if anyone has CShop, the CSM Importer (plugin version latest), NGC 4.01, and DBP 5.9 ... and you would like to help/test/play-with the engine ... post here and I'll send you what I have Saturday night. I will have to organise and shorten the code first, but that shouldn't take long the way I have it written

[edit] Moved down

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 25th Mar 2006 15:40 Edited at: 25th Mar 2006 15:46
Quote: "Also if anyone has CShop, the CSM Importer (plugin version latest), NGC 4.01, and DBP 5.9"


I need to down grade to 5.9 and from 3DWS to CShop to beta your engine,but ya,send


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 26th Mar 2006 02:51 Edited at: 28th Mar 2006 05:02
Latest that I have is uploading now to here: Read the readme first (either the .txt or .rtf both are same). Do not use any of the media unless you own it or have permission first as some of it was donated just for this.

{LINK MOVED TO THE END POST}

You will need your NGC include file (NGC 4.01) and your csm importer include file to compile this. There is a full exe in there though for those who just want to test it out. Beware the media is crappy and just in place to show it is working. You can change all of it (but the lazer sight) from inside CShop though. So you can test with your own media. I might not have much time to mess with this more tonight. That party wore me out, gonna take a nap. I also added a few things to the todo list.

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 26th Mar 2006 03:36
42 fps average, 2.5k polys. no jump code? ill fix that


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 26th Mar 2006 09:58 Edited at: 26th Mar 2006 11:52
Jump code is in, it and gravity just needs tweaking to look more realistic.

[edit] On a related note... NGC 4.02 is going to be awesome I'll move the engine over to it when it is released.

[edit] Oh Yeah and you can drown in water (it doesn't actually kill you yet but your health goes down). You can specify how long it takes before starting to drown (pre-delay) and how long between when life is taken off once he starts drowning (delay). As well as how much health to take off each interval (Damage). Is usefull for making lava and acid as well as water. Predelay 0, delay 0, Damage 100 would kill on contact if you fall all the way in. As of yet there is no code to tell when the players feet is in the water. I may add a caustic entity for this instead of water. I'll check into it when v4.02 comes out.

[edit2] Averages 4090 polys and 45 fps here. Not too bad considering I haven't added hardly any optimizations yet. I am getting everything to work and then going back and optimizing. I'll probably add my limb culling code to it as well in the final release.

Cellbloc Studios
21
Years of Service
User Offline
Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 26th Mar 2006 18:39
That limb culling code would come in handy for Riker 9!

-This...is my boomstick!
Support your local Riker 9 Chapter.
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 26th Mar 2006 19:23 Edited at: 3rd Apr 2006 14:07
When I get this far enough along to add it, I'll update my thread in the code snippets forum with it as well. I need to finish it first. I am kinda waiting on U6 to see how it is gonna go.

[edit]Moved down

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 27th Mar 2006 15:46
This is wickdly cool,LiT. Hope 4.02 comes out soon so I dont have to keep downgrading to beta

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 28th Mar 2006 01:06
LOL. It shouldn't be too long. When it comes out, I'll stop working on adding features and fix bugs+optimize this. Then I'll make a WIP post.

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 31st Mar 2006 19:51 Edited at: 31st Mar 2006 19:55
Will rock when DSDK is updated as well. Between U6,NGC402 and converting both our WIPs to C++, should be impressively fast (not that it isnt already)

Think i'll invest in the C++ NGC as well.


Any forseeable ETA on 402?

[edit]
LiT,look around for a gun model. I'll check around as well. I'll code in a static gunObj to add to the demo. turbosquid or the fpsc threads may have one

[edit v2.0]
better yet, ill borrow the one from the "simple fps game" demo. unless youre opposed to it or have already done it,ill code it tonight or this weekend

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 31st Mar 2006 22:55 Edited at: 6th Apr 2006 00:05
I still haven't put a gun in lol. If you find one let me know.

Oh you mean the gun from the Simple FPS demo that comes with DBP ... yeah I could use that. Optimizing the loading at the moment ot make sure I don't reload any media more than once now. I'll add the gun next.

V4.02 should be out in less than a week if nothing comes up. Thats my best guess. Might be this weekend or very early next week.

[It's taking a bit longer for the update but it'll be worth it ]

Miguel Melo
19
Years of Service
User Offline
Joined: 8th Aug 2005
Location:
Posted: 1st Apr 2006 01:21
@x1bwork: I'm also waiting for DGDK U6 and the compatible NGC 4 to be released.

I preemptively bought the Basic version of NGC 4 to start looking at it and to encourage Matthew to finish up the C++ port (which is really what I want and will be using).

Matthew, if you're reading this, there's $5 burning a hole in my pocket to upgrade to the DGDK NGC version....

I have vague plans for World Domination
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2006 14:07 Edited at: 3rd Apr 2006 17:57
I slept the majority of my free time this weekend.

All of the following is now working.

Sliding doors
Swinging doors
texture animated meshes w/file animations
texture animated meshes w/simple code animations
texture animated meshes w/ a sequence of files
ladders
elevators (sliding doors with angle of -1 or -2)
teleporter
supply packs
water
player start
illusion
keys
triggers
buttons
enemy start
shooting
jumping
FPS movement
Crouching
Bullet decals (you will want to make your own media)
Bullet Sparks (you will want to make your own media) bugged on supplys
Gun shot sounds
enemy hit sound
Sounds when walking
teleporter sounds
supply sounds
key sounds
Door sounds (made sound stop playing when door stopped)
button sounds
ladder sounds
drawning in water
Selectable lazer sight by Weapon entity
enemy hit blood splat
Set camera near and far range by player start
Walking sounds for animated objects
Walking sounds for doors (for use as elevators and bridges)
Skybox entity
Weapon entity (you can't shoot unless you have picked up a weapon)
Added per weapon gun shot sound
Simple weapon changing code

All doors and buttons shootable if not set to a trigger (and if set to a key you have to have the key for doors). You can set doors, buttons, and teleporters to need keys to open.

On the todo list is:
Multi-texture Brush entity (can be used to make skys with clouds and simple code animation)
Add gun bob and shoot animation
Very Basic AI on the enemys
Water Splash when shot

May not get done by 4.02 release but to do list:
Grenade bounce
Grenade explosion
Add menu code using sprites for the menu.

Bugs:
I missed adding some of the feature to the readme file. Will add later. You can look at the loading code or csm file to see them for now.


Screens of level by FXTC in engine:

http://mapmasterz.com/lit/ss1.jpg

http://mapmasterz.com/lit/ss2.jpg

http://mapmasterz.com/lit/ss3.jpg

http://mapmasterz.com/lit/ss4.jpg

http://mapmasterz.com/lit/ss5.jpg

[edit] Latest that I have is uploading now to here: Read the readme first (either the .txt or .rtf both are same). Do not use any of the media unless you own it or have permission first as some of it was donated just for this. If you haven't already downloaded the first one (CSM_NGC_ENG.zip) you will need to download it. Extract both of them to the same directory (CSM_NGC_ENG.zip first)as the second one will overwrite old files and uses some of the old files to run. Did it like this for smaller update.

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

http://www.mapmasterz.com/lit/CSM_NGC_ENGpt2.zip

You will need your NGC include file (NGC 4.01) and your csm importer include file to compile this. There is a full exe in there though for those who just want to test it out. Beware the media is crappy and just in place to show it is working. You can change all of it from inside CShop though. So you can test with your own media.

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 3rd Apr 2006 17:31
LiT, your links arent working. or, at least, not for me. id like to test this during my lunch break

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2006 17:56
They work here. Wait a bit though, I am going to upload a new version before I take a nap shortly.

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 3rd Apr 2006 18:52
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.

testing now

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2006 18:58 Edited at: 3rd Apr 2006 19:31
I haven't uploaded the latest yet. I am looking over the entity files and readmes for errors. Should start uploading in appx 10 mins. (Note the appx in that)

Latest can be found here:

http://www.mapmasterz.com/lit/FreeEngB5.zip

It is the full version so you don't need any of the other downloads. I'll make an upgrade typ upload later for those who have older versions. For now I need to get a couple hours of sleep before work.

x1bwork
19
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 3rd Apr 2006 19:43
dude, you added the gun..

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2006 19:55 Edited at: 6th Apr 2006 07:07
Yeah sort of quickly I might add. I'll add an offset variable to the weapon entity later so you can set the position for each gun. As well as gun bob as walking and a simple firing animation. I may even add a muzzle flash. I also couldn't sleep without giving you guys a smaller download. Also look at the docs and code a little more closely. I added alot of checks and balances as well as a few new features.

Update from the first 2 downloads without precompiled exe
http://www.mapmasterz.com/lit/CSM_NGC_ENGpt3noexe.zip

Update from the first 2 downloads with precompiled exe
http://www.mapmasterz.com/lit/CSM_NGC_ENGpt3.zip

Good night.

[edit]
I almost have the menu code done. I'll start posting the code here every night in case anyone wants to play with it and it'll help me have access to it between work and home. Sorry about the lack of comments. I'll comment it quite well for the final release. The long variable names should be enogh for now hopefully.

[edit2] Menu code is in and functional. I'll upload when I get home to make sure I have the changes in the latest source.

x1b
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location:
Posted: 8th Apr 2006 07:24
ive been following your updates LiT. Just been tied up with work and university. really loving this. hella way to learn, for me.

Quote: "I almost have the menu code done."
That, I really want to see


Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 8th Apr 2006 10:11
I forgot to upload it lol. I was really sleepy. I'll add a simple gun kick when firing and a simple muzzle flash, then I'll upload it tonight. I've been really bust beta testing NGC. 4.02 is going to be awesome. I am making an autosize - auto offset ellip function which I will release as both part of this engine and in the modified include file which I am posting later with all kinds of goodies.

In case most of you are wondering why I am doing all of this ... my forum time is about to be cut alomst completely out. With NGC 4.02, DBP U6, Advanced Terrain, and the CSM Importer all working correctly now (plus the new physics pack that is coming) ... I can go full swing back into my game in my small amount of spare time. Hopefully if Josh ever gets around to giving us a 3dw file format APEX can make a 3dw importer. This way I can give something to help alot of people for a while.

Pulsar Coder
21
Years of Service
User Offline
Joined: 3rd Jan 2004
Location:
Posted: 8th Apr 2006 16:09
Instead of CSM Importer, why not to use DBO format?
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 8th Apr 2006 16:32
Because that is madness. I have been over that with Josh again and again. The code was 20 times longer trying that. The importer is the best.

Login to post a reply

Server time is: 2025-05-19 08:29:38
Your offset time is: 2025-05-19 08:29:38