Author Topic: dim3 v24 Release  (Read 13410 times)

Logan

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Re: dim3 v24 Release
« Reply #15 on: December 11, 2014, 12:00:21 PM »
Can you add subfolder support for sounds? I like to have them organized by type, such as UI, Enemy, Weapon, etc

ggadwa

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Re: dim3 v24 Release
« Reply #16 on: December 12, 2014, 10:17:39 PM »
Can you add subfolder support for sounds? I like to have them organized by type, such as UI, Enemy, Weapon, etc

It should be supported now.  In editor, if you double-click on the "wave" property of the sound, it should show you all the folders in the sounds folder, and you should be able to pick the wav from there.

[>] Brian

Logan

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Re: dim3 v24 Release
« Reply #17 on: December 12, 2014, 11:54:06 PM »
What about through script or XML?

ggadwa

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Re: dim3 v24 Release
« Reply #18 on: December 15, 2014, 06:09:00 AM »
What about through script or XML?

The stuff you see in Editor -- which basically hooks up a wav to a name -- is meant to make all that opaque.  So in Editor if you hook up a name, say "laser blast" to "weapons/lasers/blast.wav" (a wav in a sub folder in sounds) then from everywhere else, "last blast" works.  There's no hierarchy for names, though.

[>] Brian

Logan

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Re: dim3 v24 Release
« Reply #19 on: December 15, 2014, 10:44:00 AM »
What about through script or XML?

The stuff you see in Editor -- which basically hooks up a wav to a name -- is meant to make all that opaque.  So in Editor if you hook up a name, say "laser blast" to "weapons/lasers/blast.wav" (a wav in a sub folder in sounds) then from everywhere else, "last blast" works.  There's no hierarchy for names, though.

[>] Brian

Ohhh... Okay, thanks. I had forgotten about the Setup module.  :o

ggadwa

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Re: dim3 v24 Release
« Reply #20 on: December 16, 2014, 07:13:11 AM »
Note that all those modules have been combines into one: Editor.  So there's basically just Editor and Engine now.

[>] Brian

ggadwa

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Re: dim3 v24 Release
« Reply #21 on: December 16, 2014, 08:19:00 AM »
Some more and better randomized models:



Obviously, long, long way to go.  But everything, from the texture to the model was all randomized.

[>] Brian

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Re: dim3 v24 Release
« Reply #22 on: December 16, 2014, 02:17:18 PM »
Randomised models!!  ARGH how cool  ;D

Galavant Garde

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Re: dim3 v24 Release
« Reply #23 on: November 24, 2015, 12:06:44 PM »
Oh hey Brian, I'm up to my old tricks again...can't remember which version you did it in but you changed a bunch of things including allowing making particle constructors from objects i.e. obj.position instead of obj.position.x,obj.position.z,obj.position.y.  Anyway in that version (21 or 22 I believe) my engine launched fine with all my projects but since pasting v24 over the top of said version it crashes on launch and I can't work out why.

Does this give you any hints so I can know where to look?  I get the crash with all my projects, not just one in particular so I'm a little stuck

Code: [Select]
Process:               dim3 Engine [6659]
Path:                  /Users/USER/Downloads/*/dim3 Engine.app/Contents/MacOS/dim3 Engine
Identifier:            com.klinksoftware.dim3.engine
Version:               dim3 Engine version 3.0 (3.0)
Code Type:             X86 (Native)
Parent Process:        ??? [1]
Responsible:           dim3 Engine [6659]
User ID:               501

Date/Time:             2015-11-24 19:55:54.545 +0000
OS Version:            Mac OS X 10.11.1 (15B42)
Report Version:        11
Anonymous UUID:        1E87EE59-FBF2-C09B-29F8-D32B60C937A6

Sleep/Wake UUID:       63F4F174-FF35-45B1-905C-217DAB315C9D

Time Awake Since Boot: 200000 seconds
Time Since Wake:       4800 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_ARITHMETIC (SIGFPE)
Exception Codes:       EXC_I386_DIV (divide by zero)
Exception Note:        EXC_CORPSE_NOTIFY

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   com.klinksoftware.dim3.engine 0x000b8332 0x1000 + 750386
1   com.klinksoftware.dim3.engine 0x0003ef4e 0x1000 + 253774
2   com.klinksoftware.dim3.engine 0x000b102e 0x1000 + 720942
3   com.klinksoftware.dim3.engine 0x000d1c1f 0x1000 + 855071
4   com.klinksoftware.dim3.engine 0x0003f56d 0x1000 + 255341
5   com.klinksoftware.dim3.engine 0x0003f939 0x1000 + 256313
6   com.klinksoftware.dim3.engine 0x00002c35 0x1000 + 7221

Or alternatively can you post a link for versions 21 and 22 so I can get back into my projects and start troubleshooting?

ggadwa

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Re: dim3 v24 Release
« Reply #24 on: November 25, 2015, 07:59:01 AM »
Oh hey Brian, I'm up to my old tricks again...can't remember which version you did it in but you changed a bunch of things including allowing making particle constructors from objects i.e. obj.position instead of obj.position.x,obj.position.z,obj.position.y.  Anyway in that version (21 or 22 I believe) my engine launched fine with all my projects but since pasting v24 over the top of said version it crashes on launch and I can't work out why.

I don't know if I kept around any compiles that old, but I'll check.  Could you put up a copy of your project so I could try to run it?

[>] Brian

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Re: dim3 v24 Release
« Reply #25 on: November 30, 2015, 04:34:35 AM »
Worked it out  ;D not having a bitmap assigned for a loading animation will cause the engine to try divide 0 by 0 and crash.

Now that I've gotten that sorted, something odd is happening with Cinemas.  When they end, the camera puts itself at 0,0,0 on the map instead of reattaching to the player.  Even if I camera.state.save; just before the cinema starts then camera.state.restore; when the DIM3_EVENT_INTERFACE_CINEMA_DONE subEvent is received the camera is still stuck at 0,0,0 and the player is still where they were before the cinema started.  Is that likely something I'm doing or a possible engine bug?

EDIT:  I found a workaround - when the DIM3_EVENT_INTERFACE_CINEMA_DONE subEvent is received I can switch to a different camera view type then back to FPP immediately afterwards and it reattaches the camera to the player.  I'm guessing if I have to do this kind of manual switch it's a bug right?

ggadwa

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Re: dim3 v24 Release
« Reply #26 on: December 01, 2015, 06:16:27 AM »
That's more than likely a bug, the camera should return to the state it was in last.  Re-attaching the camera resets it, though, so that's a good workaround.

[>] Brian

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Re: dim3 v24 Release
« Reply #27 on: December 01, 2015, 04:32:07 PM »
Random thought... it would be cool if you could just set functions to each event/subevent. I wonder if it would be faster, too...

event.interface.camera_done = function(param1, param2){//do stuff;}

That's kind of the more modern approach using Javascript, I think. And much more easily understood by folks 'n' blokes.
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Imon

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Re: dim3 v24 Release
« Reply #28 on: December 02, 2015, 06:23:53 PM »
Random thought... it would be cool if you could just set functions to each event/subevent. I wonder if it would be faster, too...

event.interface.camera_done = function(param1, param2){//do stuff;}

That's kind of the more modern approach using Javascript, I think. And much more easily understood by folks 'n' blokes.

do stuff;}
Field of activity: graphic design, 3d modeling, concept art, music;

ggadwa

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Re: dim3 v24 Release
« Reply #29 on: December 04, 2015, 06:04:14 AM »
Random thought... it would be cool if you could just set functions to each event/subevent. I wonder if it would be faster, too...

event.interface.camera_done = function(param1, param2){//do stuff;}

That's kind of the more modern approach using Javascript, I think. And much more easily understood by folks 'n' blokes.

That's the way it should have been done.  I was kind of learning stuff as I went, and did some stuff in a very older more global way.

[>] Brian