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Messages - ggadwa

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1
dim3 Versions / Re: dim3 v24 Release
« on: February 01, 2018, 04:08:48 PM »
http://www.klinksoftware.com/download/dim3Code.zip

There you go!  That's definitely the last version of it.

[>] Brian

2
dim3 Versions / Re: dim3 v24 Release
« on: February 01, 2018, 08:01:56 AM »
I never threw it up on github, so I can't be sure what that is.  Tonight when I get home I'll zip it up and put it somewhere were you can grab an archive.

[>] Brian

3
Scripting / Re: Scripting checkpoints
« on: January 05, 2018, 09:04:23 AM »
That simple save was implemented for Scruffy and I doubt it was ever tested in any other place and it is probably buggy and not you.  I suspect (I'll have to relook over the code) that it's really works in a very "restart the entire level" type of thing, and not a save the current state.  It's probably not something very useful for more complex games.

[>] Brian

4
Scripting / Re: More with Sight Tests
« on: December 18, 2017, 08:36:17 AM »
If you set obj.watch.setRestrictSight(angle,rayTrace) where angle equals, say, 120, then you will only get a watch event fired if an object is within 60 degrees to the left or right (and if you set rayTrace to true, only if a ray trace is OK.)

With obj.watch.setRestrictSight(120,true) should automatically duplicate what you are doing below.

You can also obj.angle.rotateTo(ang) to turn directly at the player (you can calculate the angle from the watch event), do the sight, and then turn back to the original angle.  If done within a single call, it won't actually turn the player as you reverse it before the engine runs again.

[>] Brian

5
Scripting / Re: Getting angle to a node
« on: December 07, 2017, 02:24:25 PM »
Hello there,

So I'm getting an error when I use map.node.getAngleTo(id); because it says it needs 4 parameters but can only find one.  That's when I put the ID of the node I want to get the angle to in the () brackets.  Am I doing it wrong?  Or is it maybe the documentation is for an older version of the command and needs to be updated?

Here's what I'm doing:

Code: [Select]
nearestNode=map.node.findNearestToObject(obj.setting.id);
angleToNode=map.node.getAngleTo(nearestNode);

The second line throws the error about parameters.  The reason I want to use this command is to check if the nearest node is behind the player.  I'll then check the next node in the path to see if it's also behind - if one is in front and the other is behind, I want the bot to skip the first node and start the path from the 2nd node.  That way they won't slingshot from one node to the next i.e. spin around to walk to the first node, then turn back around to walk to the second if you know what I mean

That looks like a bug -- but you are probably looking for:

Code: [Select]
nearestNodeId=map.node.findNearestToObject(obj.setting.id); // get nearest node id
ang=obj.getAngleTo(id,map.node.getPosition(nearestNodeId));

6
dim3 Versions / Re: Web-Shooter Alpha 5
« on: October 04, 2017, 08:14:16 AM »
I've gotten overly ambition.  I'm going to work on AI and weapons and all that stuff.  It's all coming along nicely, though, I think I might eventually have something interesting.  So nothing yet!

[>] Brian

7
dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 06, 2017, 08:08:13 PM »
Chrome 61 is out!  I have a list of about 10 things I want to do, and then a new version.  It's a lot different.

[>] Brian

8
dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 01, 2017, 07:37:50 AM »
FYI:

Sometime early this month the newest release of Chrome will have modules implemented.  I've already moved the code over to modules, but on a canary build.  If this all works, later in the month I'll put up new code if anybody wants to take a look.  A lot has changed!

[>] Brian

9
Idle Chatter / Re: One Of Them
« on: July 24, 2017, 06:22:01 AM »
This is still happening BTW, been busy working on other projects.  But I started building the sewer network for level 3, will post updates soon  :D

Everything is slow around here, but we're all still working :)

[>] Brian

10
dim3 Versions / Re: Web-Shooter Alpha 5
« on: June 15, 2017, 06:44:51 AM »
More FYI:

Safari has it, and both chrome and firefox will be shipping modules (behind a flag) sometime in August, so that's my target for updating the code to use modules, which should be a big improvement.  I'm in the middle of a rewrite of how models are built.  I've learned a lot from what I was doing, and a lot of the code stays, but the current code is ultimately not really random, and assumes a lot about how a creature would be structured.  I want it to be completely random, with some regards taken for gravity and locomotion.  Will make a lot of bizarre things, which should be the point!

[>] Brian

11
dim3 Versions / Re: Web-Shooter Alpha 5
« on: May 07, 2017, 05:33:51 PM »
Been super busy with other programming tasks but a couple good things:

1) Chrome looks like it'll have module support (at least behind a flag) soon, so the last thing I've been waiting for should be in and coding will be a lot easier
2) I've now got a full debug mode so I can generate random things and test them without having to run a full map and look at it live.  Models haven't gotten much love, and with this mode I should be able to get them to be better



[>] Brian

12
dim3 Versions / Re: Web-Shooter Alpha 5
« on: March 31, 2017, 06:20:09 AM »
FYI:

So what I'm working on now is a debug version where you get a list and can have it generate a single item (a texture type, a sound effect, a model) and display it.  It's getting hard to adjust and make things better with the size of maps and models it generates now.  It'll help me pinpoint where I have work to do.

[>] Brian

13
dim3 Versions / Re: dim3 v24 Release
« on: March 28, 2017, 06:59:58 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white

No, the lighting stuff is mostly used so the shading can look good on the model.  You can probably fake it by making a version of the model that has a texture that's darker, if that's what you are looking for (i.e., back in the darkness.)

[>] Brian

14
I just ran this on a windows 10 box and it seems to work.

You might need to have all those DLLs in the same directory as the dim3 application, that's the way I run it.  Are those DLLs in the directory with the dim3 Engine file?

[>] Brian

15
dim3 Versions / Re: dim3 v24 Release
« on: March 23, 2017, 12:36:04 PM »
Hola Brian, question...I recall you putting Scruffy's model on the start screen of Scruffy 3D - is there any way to change the location/colour/intensity of the light source?

Yup.  You made me go back and look at the Scruffy model, that was a really nice model :)

In editor, select the model, go to settings, and way at the bottom there's a bunch of settings for UI lighting.  Basically offsets to where the single light is that lights it.

[>] Brian

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