Search found 18 matches

by ChillyWilly
Thu Mar 09, 2017 8:03 pm
Forum: General Discussion
Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
Replies: 135
Views: 202244

Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Yeah. Leave the command line switch in case someone wants it for whatever they're playing, but also make it something that can be controlled via one of the DDF files. Did you notice the pause bug-fix from the other thread? You'll probably want that in the main repo.
by ChillyWilly
Thu Mar 09, 2017 6:47 pm
Forum: General Discussion
Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
Replies: 135
Views: 202244

Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Shaky screen requires passing -ffshake on the command line. It's part of the preliminary force-feedback code. You pass -ffrumble to enable controller force-feedback instead of shaky screen (not yet finished... need to find my FF controller). If you don't pass -ffshake, shaky screen should never occur.
by ChillyWilly
Thu Mar 09, 2017 6:37 pm
Forum: Bug Reports
Topic: Pause = No sound
Replies: 1
Views: 5862

Re: Pause = No sound

It's a bug in the console code. If you look at con_con.cc lines 1023-1026, you see this

Code: Select all

	if (con_visible == vs_notvisible)
	{   paused = false;
		return false;
	}
Notice how that paused = false line is on the same line as the {? Delete it and pause works like it should.
by ChillyWilly
Sat Feb 11, 2017 11:57 am
Forum: Feature Suggestions
Topic: Walls, floors, what's the difference.
Replies: 3
Views: 14832

Re: Walls, floors, what's the difference.

Can't you already use any size texture as long as it's png or jpg? I thought the size restrictions were only for Doom format graphics. BTW, the size restriction on 3DGE is currently 4096x4096. I know this as a mod I tried recently crapped out with the error message that the texture was too large (it...
by ChillyWilly
Fri Feb 10, 2017 8:41 am
Forum: General Discussion
Topic: Question about slopes
Replies: 7
Views: 13550

Re: Question about slopes

For the moment, I'm happy with vertex slopes. From the current version - standing on top of a small mound, looking at lower regions...

Image
by ChillyWilly
Sun Jan 29, 2017 3:30 pm
Forum: Bug Reports
Topic: ON_CEILING issue
Replies: 6
Views: 11576

Re: ON_CEILING issue

Well, grabs should be working now. The thought was that when you were doing stuff on the ceiling, the bad offsets from the grab were possibly the issue, which should be fixed now.
by ChillyWilly
Fri Jan 20, 2017 7:06 am
Forum: Fixed Bugs
Topic: Ghosting Images [split from Action function appears broken]
Replies: 5
Views: 10924

Re: Ghosting Images [split from Action function appears broken]

The grAb offset is based on the origin of the sprite being the top left corner. The edge renderer uses the center of the bottom line as the origin so that a default DDF offset of 0,0 renders in the correct position for most sprites. I adjusted the grAb code to adjust for the edge origin, which fixed...
by ChillyWilly
Fri Jan 20, 2017 7:01 am
Forum: Bug Reports
Topic: ON_CEILING issue
Replies: 6
Views: 11576

Re: ON_CEILING issue

If the sprites were PNG with a grAb struct, then the issue was that edge wasn't adjusting the grAb offset for where the renderer sets the sprite origin. I corrected that last night, which made the barrels in Duke It Out final get placed correctly. They were floating in the air higher and off to the ...
by ChillyWilly
Wed Jan 18, 2017 7:49 am
Forum: Fixed Bugs
Topic: [FIXED] Action function appears broken
Replies: 9
Views: 18126

Re: Action function appears broken

Different size frames for animated things IS common, which is why code was added to attempt to deal with the issue. Animated thing frames should NOT be different dimensions! That's what caused the graphic bugs we saw last year where things wobbled back and forth and up and down and stretched and con...
by ChillyWilly
Tue Jan 17, 2017 4:07 pm
Forum: Fixed Bugs
Topic: Ghosting Images [split from Action function appears broken]
Replies: 5
Views: 10924

Re: Action function appears broken

The ghost problem is (edit - not due) due to a fix for existing mods in this commit: https://github.com/3dfxdev/hyper3DGE/commit/16c872fa3e21288faa964db4d077c1760a1cef06 The problem is that modders have a tendancy to make animated sprite frames different sizes when they SHOULD always be the same hei...