huh...
Well, this being off topic and all, i'm pissed.
Okay, the same girl that started all of these recent threads, she breaks up with the guy that she was going out with. My cell phone is broken, it has been for 2 days, if it wasnt broken, I could have called her (Like I do everyday) and we might have been going out (Don't trust metro PCS cell phones). I know she's going out with another guy for several reasons, but I wont list those right now. Oh, btw, that girl that i'm talking about is the whole reason that this GameDeveloper thing even exists! On top of all that, this guy that shes going out with now has been wanting to go out with her for a while, I mean, this is going to be a long time until they break up, if they do...
Anyways, back on topic:
I altered the GUI only slightly, I changed the listbox to a combobox to save clock-cycles (List boxes are bigger, and display more data, this will save time in the longrun). I got player placement to work. The rotation works fine now, AND it's even better than any previous attempts at perfect rotation. Lights can be placed, though the lights data is still unregistered. The bad thing about this all though is that the code is "dangerous" meaning that if I attempt to make a simple change then I could screw up an entire piece of code. I'm working to make that area of code more efficient, and possibly organize the entire code. I have an idea for a new object management system that would work perfectly, and require less memory than the one currently in "play." I placed in a perspective edit code, and am working out some bugs where when an object is culled it is completely hidden. It shouldnt be, but that might be fixed right now (Untested code added recently). Also, I added in the ability to view the entire level in wireframe. (It works perfectly as far as it has been tested
)
I thought of a new culling system as well which has been implemented, but it brought frame rates down from 90 to 20.. With the new object system I'm trying to implement, it should be back up to 90. Or at least 85. (Frame rate averages)
Im going to add a way to change the color of the lights soon (Speaking of which, the objects which represent lights are colored the same as the color they give off).
After all that, then I will be working on an "entity" cursor system. This system already works for lights and the player cursor, but for the lights, the lights have to be placed outside a segment (Being fixed). Once that is done, I should be able to implement many more features, most of which would be required features, such as saving, and loading. Also, I plan on having a way to alter entity specific data through this cursor mode.
After I implement all of the required features, I will start writing a documentation on how to use DarkGE 2. Also, a few days before I give this to my other developers I will try to write a documentation on how to work with the source code (For them only).
Also, for the runtime, I implemented water. The water has waves and everything. This water is for the Win98 version, as the normal version will use DarkPhysics. (Remember, the only differance between those two are the physics)
umm... I think that's about it, the format i briefly discussed in my previous post works, and uh, yeah... I think that's it. Oh, but there is only need for
1 format for both segments, and entities! The only way to change from segment to entity or from entity to segment is to modify the value of "static" in the format.
Hmmm... The DBO building now works through the main menu, as do many other features. Im pretty sure that's it. Anyways, you all enjoy! (Screenshots soon, I promise)