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Messages - ggadwa

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Idle Chatter / The "about me"
« on: May 08, 2014, 07:47:12 PM »
Is just a place for that single topic, just so I don't self-promote all over the place when I'm looking to push something.  It can probably get a bit tiresome :)

[>] Brian

About Me / About Me
« on: May 08, 2014, 07:43:22 PM »
This locked and pinned post is so people who like dim3 can check out the other things I'm doing.  A bit of self-promotion!

My band is Cerne Giant -- rock, with a little punk and metal.  Give us a like, tell your friends, buy and album, or stream the tunes from a streaming service.

Our Video:
Google Play Store:

I've got a comedy blog, mostly a lot of snark about old comics, weird pop culture references, and strange nudie or gore film from the 60s.

Parade of Horrorables:


And my free OS X/iOS game: Scruffy3D

Scruffy3D OS X:
Scruffy3D iOS:

If you like this free engine, please feel free to check out my other stuff.

Engine / Re: Engine Hogs Second Monitor
« on: May 08, 2014, 04:48:13 PM »
Oh and I hear switching screen resolution is deprecated behavior, anyways. Supposedly what you do now is change the resolution of the FBO texture. That in mind, you should be able to use the same system for all window modes I think...

Can you disable the 5 security questions to post something?

Forgot that was on, I turned it off.

[>] Brian

Engine / Re: Engine Hogs Second Monitor
« on: May 08, 2014, 12:35:02 PM »
but usually the only reason for modes like this is for developers

I'd argue otherwise. I know people, including myself, who ALWAYS choose the borderless window. Most gamers that I know of prefer to be able to tab out so that they don't have to quit to, for instance, look something up.

No, that's a good point.  I'll be looking into this.  It should probably all be an option, I assume.

[>] Brian

Engine / Re: Engine Hogs Second Monitor
« on: May 08, 2014, 05:04:40 AM »
It's referred to as a "Borderless Window" instead of "Fullscreen". Basically it's the same as windowed mode but it is set to fill the screen and the titlebar/borders are disabled. This allows you to tab out. I am under the impression that Borderless Window is, like regular windowed mode (since it's essentially the same), slightly slower than fullscreen since it has to draw the desktop.

In SDL_CreateWindow, remove the SDL_WINDOW_FULLSCREEN* flag(s) and add the SDL_WINDOW_BORDERLESS flag. Then set the window size to be the resolution of the desktop, I think.

Hmm... With AppNap do you think it would be possible to gain back that speed? Worth a try, I'd say!

You're always going to have a cost if the game can't take over everything, but usually the only reason for modes like this is for developers, so it's to be expected.

[>] Brian

dim3 Versions / Re: dim3 v23 Release
« on: May 07, 2014, 07:50:16 PM »
Next up, I'm going to start work on something long requested, which is rag dolls.  Will probably take a couple versions to get it down, and will require a lot more skeletal data, but I'll be beginning to put in the frameworks.

[>] Brian

Idle Chatter / Re: Where did everyone go?
« on: May 07, 2014, 05:34:22 AM »

Engine / Re: Engine Hogs Second Monitor
« on: May 06, 2014, 07:55:15 PM »
I usually use two monitors with my Macbook. If I have dim3 running on one of them in full screen, it blacks out the second monitor making it useless until I quit the engine.

That would be SDL, I'll have to ask around on the forum.  I updated this reply with another idea that will get you over this hump.  Make sure the debug tab is on in your project (it's in the project settings in editor.)  Once that is on, you can run the engine in windowed mode, which eliminates this problem, and is probably better for development, anyway.

[>] Brian

dim3 Versions / dim3 v23 Release
« on: May 06, 2014, 03:35:34 PM »
Here's the brand new version of dim3.  A lot of stuff packed into this, mostly bug fixes and user requests.  I have a lot planned, and some bigger features people have been requesting coming down the line.  For now, this is the new stable version.  There's also an updated Data folder.  It's not something anybody needs unless they want a starter project.  Anybody already working on a project just needs the updated applications.


Code: [Select]
* removed older scripting API
* fixed a bug where choosers wouldn't use number keys properly
* can now turn meshes on/off on chooser
* input mode is settable on a map level (can be done outside scripts)
* fixed bug where static camera angles were off by 180
* fixed bug where top down controls were flipped
* ducking should now be part of weapon/model/barrel firing
* removing an object that is a vehicle auto-ejects any object inside it
* network broken connection/typing icons were drawing wrong
* fixed a bug where exiting auto without anything in there would cause a crash
* exiting a vehicle auto-stops the vehicle
* script based vehicle exiting always exits (no error throwing)
* exiting while hidden auto-exits at midpoint of vehicle
* fixed a bug where touching and object that was despawning could cause a crash
* hidden objects no longer play ambient sounds
* speed up saving games and slightly speed up loading maps

* updated GUI for saving/loading games
* updated GUI for single player map picking
* saved game screenshots are at a better resolution/size
* updated hosting/joining
* internet hosts aren't scaned until selected in the list

* fixed numerous bugs where script created/disposed object could break on events/chains/timers
* added iface.chooser
* iface.interface.chooserStart() still works, but iface.chooser.start() is prefered
* chooser clicks can now be marked as "no close", which they just run scripts but don't close chooser
* added event DIM3_EVENT_DISPOSE, sent to all scripts when an object is disposing and cleaning up
* errors that pop open the console no longer capture input (only opening the console by the console key does)

* fixed a bug where team kills would count as a kill
* engine would show remote names for objects that weren't remote players
* vehicles now exchange scores/teams with an object entering/exiting it
* scores/chats properly show players inside vehicles

* fixed a crashing bug when moving around maps with no meshes
* added left/right/up/down to possible chooser keys
* new auto generator (again!)
* auto generator view shows mesh/poly count
* audo generator turns off any shadow uv layers
* auto generator requires certain textures (will throw an error otherwise)
* map->camera settings allow you to setup input mode
* polygon hole punching preserves tangent spaces
* fixed a bug where goto map center would sometimes fail
* some menus weren't properly updating when switching from one view to the next

Have fun!  More updates coming!

[>] Brian

Forum Changes / The Great Purge
« on: May 06, 2014, 10:32:14 AM »
Has begun.

I'm releasing v23 today with a lot of new stuff, and this represents basically the second act for dim3, and an act where a lot of dim3 is no longer in flux.  Much of this forum, while containing some interesting stuff, is horribly out of date, or just contains posts with missing graphics (usually stuff deleted from websites or free photo services), or requests for features that have since been implemented or fixed, or tutorials that no longer represent the current work flow.

Therefore, the long history of this forum has gone the way of the dodo.  It's probably sad for some older hands that might find their way back here, but think of it more as a new dawn than a dark night. :)

[>] Brian

Registering For This Forum / How To Register
« on: January 02, 2013, 01:57:18 PM »
Send an email to bbarnes [put the at sign here]

There is no longer any open registration as I was getting 20-30 spam registrations a day.  I might ask you some questions and expect a reply, and your post will be moderated for a while.

Sorry for the inconvenience.

[>] Brian

Networking / Port Forwarding Help
« on: December 24, 2008, 10:57:03 PM »
One of the biggest problems people have hosting dim3 games is figuring out how to port forward from their routers.  Today I stumbled upon this webpage:

This page has step by step documentation for hundreds of different routers.  This will probably be a good resource to point people to when the question comes up again.

[>] Brian

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