Search found 18 matches
- Thu Mar 09, 2017 8:03 pm
- Forum: General Discussion
- Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
- Replies: 135
- Views: 395023
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.
- Thu Mar 09, 2017 6:47 pm
- Forum: General Discussion
- Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
- Replies: 135
- Views: 395023
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.
- Thu Mar 09, 2017 6:37 pm
- Forum: Bug Reports
- Topic: Pause = No sound
- Replies: 1
- Views: 21636
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
Notice how that paused = false line is on the same line as the {? Delete it and pause works like it should.
Code: Select all
if (con_visible == vs_notvisible)
{ paused = false;
return false;
}
- Sat Feb 11, 2017 11:57 am
- Forum: Feature Suggestions
- Topic: Walls, floors, what's the difference.
- Replies: 3
- Views: 37739
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...
- Fri Feb 10, 2017 8:41 am
- Forum: General Discussion
- Topic: Question about slopes
- Replies: 7
- Views: 42964
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...


- Sun Jan 29, 2017 3:30 pm
- Forum: Bug Reports
- Topic: ON_CEILING issue
- Replies: 6
- Views: 42058
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.
- Fri Jan 20, 2017 7:06 am
- Forum: Fixed Bugs
- Topic: Ghosting Images [split from Action function appears broken]
- Replies: 5
- Views: 40633
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...
- Fri Jan 20, 2017 7:01 am
- Forum: Bug Reports
- Topic: ON_CEILING issue
- Replies: 6
- Views: 42058
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 ...
- Wed Jan 18, 2017 7:49 am
- Forum: Fixed Bugs
- Topic: [FIXED] Action function appears broken
- Replies: 9
- Views: 54926
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...
- Tue Jan 17, 2017 4:07 pm
- Forum: Fixed Bugs
- Topic: Ghosting Images [split from Action function appears broken]
- Replies: 5
- Views: 40633
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...