|
Will do free coding - if contented donations are welcome
#281296
07/26/09 16:30
07/26/09 16:30
|
Joined: Jan 2007
Posts: 1,619 Germany
Scorpion
OP
Serious User
|
OP
Serious User
Joined: Jan 2007
Posts: 1,619
Germany
|
Hello everyone,
I want (and probably need^^) some variation from the project I am currently working on and so I thought about doing some freelance coding for you. If you have a small (or medium) task you need to get done, just give me the needed information and I I'll see if I can/want to do it.
I am nearly coding for 5 years now and I will give you some clear and effective code. If something turns out to be not working the way you want (which shouldn't be the case with a good description of the task) I'm trying to fix it for you.
Of course I would be happy about a donation (as you might have guessed from the title^^), but it's in no way necessary and I will still do you the favour of coding something. If you really want to you can give send it to my paypal account: KaiAlexHiller@web.de
Scorpion
(Hope this donation thing didn't scared too much people...)
PS: I'm talking about lite-c scripting here only (not in the mood for other langs)
Last edited by Scorpion; 07/26/09 17:58.
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: Scorpion]
#281303
07/26/09 17:14
07/26/09 17:14
|
Joined: Jul 2009
Posts: 11
Saruniks
Newbie
|
Newbie
Joined: Jul 2009
Posts: 11
|
PANEL* startgame_pan = { bmap = "main2_tga"; pos_x = 0; pos_y = 468; button (0, 1, "StartGame3_bmp", "StartGame3_bmp", "StartGame3_bmp",NULL, NULL, NULL); button (330, 1, "settings3_bmp", "settings1_bmp", "settings2_bmp", startgame_to_settings, NULL, NULL); button (580, 3, "extras3_bmp", "extras1_bmp", "extras2_bmp", startgame_to_extras, NULL, NULL); button (800, 0, "quit3_bmp", "quit1_bmp", "quit2_bmp", startgame_to_quit, NULL, NULL); button (10, 70, "new3_bmp", "new1_bmp", "new2_bmp", start_game, NULL, NULL); button (10, 120, "load3_bmp", "load1_bmp", "load2_bmp", NULL, NULL, NULL); button (10, 170, "save3_bmp", "save1_bmp", "save2_bmp", NULL, NULL, NULL); flags = | OVERLAY | OVERLAY | OVERLAY; }
function main() { fps_max = 70; video_mode = 9; video_screen = 1; mouse_spot.x = 1; mouse_spot.y = 1; wait (2); set (main_pan, VISIBLE); mouse_mode = 4; mouse_map = mouse_pcx; }
function start_game() { reset (main_pan, VISIBLE); game_started = 1; mouse_mode = 0; level_load (NULL); wait (3); }
When I press new button, game starts but panel is still visible. Maybe because it is visible from the begining I mean there are set (main_pan, VISIBLE); (in function main) so it still shows, how to get my panel hidden when I start game? (this is not full code) ( I don't know how you guys are posting scripts here) Ps: how can we do donate for you? ( I am not saying I am going to make it )
Last edited by Saruniks; 07/26/09 17:20.
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: Saruniks]
#281313
07/26/09 17:55
07/26/09 17:55
|
Joined: Jan 2007
Posts: 1,619 Germany
Scorpion
OP
Serious User
|
OP
Serious User
Joined: Jan 2007
Posts: 1,619
Germany
|
The first thing is this strange line:
flags = | OVERLAY | OVERLAY | OVERLAY;
replace it with for hiding the panel startgame_pan, you have to type
reset(startgame_pan, VISIBLE);
like you did already for main_pan I have no idea why you are using the wait(2); in your main function. it doesn't look useful there from that piece of code. And about the mouse_spot: it defines the offset of the mousespot. So the spot is not in the top left corner anymore in your case. I'm not sure if it's that what you want. Just wanted to mention it. and one last thing to notice: you don't need a wait(3) behind a level_load in the engine anymore. So you code would be
PANEL* startgame_pan =
{
bmap = "main2_tga";
pos_x = 0;
pos_y = 468;
button (0, 1, "StartGame3_bmp", "StartGame3_bmp", "StartGame3_bmp",NULL, NULL, NULL);
button (330, 1, "settings3_bmp", "settings1_bmp", "settings2_bmp", startgame_to_settings, NULL, NULL);
button (580, 3, "extras3_bmp", "extras1_bmp", "extras2_bmp", startgame_to_extras, NULL, NULL);
button (800, 0, "quit3_bmp", "quit1_bmp", "quit2_bmp", startgame_to_quit, NULL, NULL);
button (10, 70, "new3_bmp", "new1_bmp", "new2_bmp", start_game, NULL, NULL);
button (10, 120, "load3_bmp", "load1_bmp", "load2_bmp", NULL, NULL, NULL);
button (10, 170, "save3_bmp", "save1_bmp", "save2_bmp", NULL, NULL, NULL);
flags = OVERLAY;
}
function main()
{
fps_max = 70;
video_mode = 9;
video_screen = 1;
set (main_pan, VISIBLE);
mouse_mode = 4;
mouse_map = mouse_pcx;
}
function start_game()
{
reset(main_pan, VISIBLE);
reset(startgame_pan, VISIBLE);
game_started = 1;
mouse_mode = 0;
level_load (NULL);
}
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: Scorpion]
#281314
07/26/09 18:07
07/26/09 18:07
|
Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
|
Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
|
YOu must use SHOW instead of VISIBLE
PANEL* startgame_pan =
{
bmap = "main2_tga";
pos_x = 0;
pos_y = 468;
button (0, 1, "StartGame3_bmp", "StartGame3_bmp", "StartGame3_bmp",NULL, NULL, NULL);
button (330, 1, "settings3_bmp", "settings1_bmp", "settings2_bmp", startgame_to_settings, NULL, NULL);
button (580, 3, "extras3_bmp", "extras1_bmp", "extras2_bmp", startgame_to_extras, NULL, NULL);
button (800, 0, "quit3_bmp", "quit1_bmp", "quit2_bmp", startgame_to_quit, NULL, NULL);
button (10, 70, "new3_bmp", "new1_bmp", "new2_bmp", start_game, NULL, NULL);
button (10, 120, "load3_bmp", "load1_bmp", "load2_bmp", NULL, NULL, NULL);
button (10, 170, "save3_bmp", "save1_bmp", "save2_bmp", NULL, NULL, NULL);
flags = OVERLAY;
}
function main()
{
fps_max = 70;
video_mode = 9;
video_screen = 1;
set (main_pan, SHOW );
mouse_mode = 4;
mouse_map = mouse_pcx;
}
function start_game()
{
reset(main_pan, SHOW );
reset(startgame_pan, SHOW );
game_started = 1;
mouse_mode = 0;
level_load (NULL);
}
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: MasterQ32]
#281316
07/26/09 18:10
07/26/09 18:10
|
Joined: Jul 2009
Posts: 11
Saruniks
Newbie
|
Newbie
Joined: Jul 2009
Posts: 11
|
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: Saruniks]
#281322
07/26/09 18:19
07/26/09 18:19
|
Joined: Jan 2007
Posts: 1,619 Germany
Scorpion
OP
Serious User
|
OP
Serious User
Joined: Jan 2007
Posts: 1,619
Germany
|
SHOW is the never syntax for VISIBLE, but it has the same effect. I think it is confusing that conitec changed that. (they said it would be easier to understand for beginners) they declared it to be obsolete now: http://www.conitec.net/beta/aAnhang_Syntax.htmThe 2 definitions in atypes.h:
#define SHOW (1<<14)
#define VISIBLE SHOW
|
|
|
Re: Will do free coding - if contented donations are welcome
[Re: Rei_Ayanami]
#281327
07/26/09 18:43
07/26/09 18:43
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
Scorpion, do you like to convert the Terrain Shadowmapping from the wiki to Lite-C? http://www.opserver.de/wiki/index.php/Terrain_ShadowmappingI did the easy part, but I'm still new to Lite-C. Now I get a "Syntax error: Can't convert a SUB:STRUCT@11:FIXED:."Got rid of it, was a mistake of mine! replaced p_terrain.x by p_terrain[0], although I shouldn't!
BMAP* canvas;
ENTITY* p_terrain;
var canvas_size[2];
var shadow_brightness=112;
//-----------------------------------------------------------------------------blur
function blur(passes)
{
var i;
var px;
var py;
var format;
var pixel;
var pixelcolor[3];
var pixelalpha;
var sample1[3];
var sample2[3];
var sample3[3];
var sample4[3];
var sample5[3];
var sample6[3];
var sample7[3];
var sample8[3];
var sample9[3];
i=0;
while(i<passes)
{
py=0;
while(py < canvas_size[1])
{
px=0;
while(px<canvas_size[0])
{
format=bmap_lock(canvas,0);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px,0,canvas_size[0]-1),clamp(py,0,canvas_size[0]-1));
pixel_to_vec(sample1,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px-1,0,canvas_size[0]-1),clamp(py,0,canvas_size[0]-1));
pixel_to_vec(sample2,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px-1,0,canvas_size[0]-1),clamp(py+1,0,canvas_size[0]-1));
pixel_to_vec(sample3,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px,0,canvas_size[0]-1),clamp(py+1,0,canvas_size[0]-1));
pixel_to_vec(sample4,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px+1,0,canvas_size[0]-1),clamp(py+1,0,canvas_size[0]-1));
pixel_to_vec(sample5,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px+1,0,canvas_size[0]-1),clamp(py,0,canvas_size[0]-1));
pixel_to_vec(sample6,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px+1,0,canvas_size[0]-1),clamp(py-1,0,canvas_size[0]-1));
pixel_to_vec(sample7,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px,0,canvas_size[0]-1),clamp(py-1,0,canvas_size[0]-1));
pixel_to_vec(sample8,pixelalpha,format,pixel);
pixel=pixel_for_bmap(canvas,clamp((canvas_size[0]-1)-px-1,0,canvas_size[0]-1),clamp(py-1,0,canvas_size[0]-1));
pixel_to_vec(sample9,pixelalpha,format,pixel);
pixelcolor[0]=integer((sample1[0]*7+sample2[0]*2+sample3[0]+sample4[0]*2+sample5[0]+sample6[0]*2+sample7[0]+sample8[0]*2+sample9[0])/19);
pixelcolor[1]=integer((sample1[1]*7+sample2[1]*2+sample3[1]+sample4[1]*2+sample5[1]+sample6[1]*2+sample7[1]+sample8[1]*2+sample9[1])/19);
pixelcolor[2]=integer((sample1[2]*7+sample2[2]*2+sample3[2]+sample4[2]*2+sample5[2]+sample6[2]*2+sample7[2]+sample8[2]*2+sample9[2])/19);
pixel=pixel_for_vec(pixelcolor,100,format);
pixel_to_bmap(canvas,(canvas_size[0]-1)-px,py,pixel);
bmap_unlock(canvas);
px+=1;
}
py+=1;
wait(1); // without a wait after each line the loop could get too big if the shadow map is huge
}
i+=1;
}
}
//-----------------------------------------------------------------------------generate_shadows
function getxyz(px,py)
{
var pixel_size[2];
pixel_size[0]=(p_terrain.max_x-p_terrain.min_x)/canvas_size[0];
pixel_size[1]=(p_terrain.max_y-p_terrain.min_y)/canvas_size[1];
temp[0]=((p_terrain.x-p_terrain.min_x)-(pixel_size[0]*px))-pixel_size[0]/2;
temp[1]=((p_terrain.y-p_terrain.min_y)-(pixel_size[1]*py))-pixel_size[1]/2;
c_trace(vector(temp[0],temp[1],p_terrain.z+50000),vector(temp[0],temp[1],p_terrain.z-50000),IGNORE_MODELS|IGNORE_SPRITES|IGNORE_MAPS);
temp[2]=target.z;
}
function generate_shadows()
{
var px;
var py;
var format;
var pixel;
py=0;
while(py<canvas_size[1])
{
px=0;
while(px<canvas_size[0])
{
getxyz(px,py); // get the world coordinates of the pixel
c_trace(sun_pos.x,vector(temp[0],temp[1],temp[2]+1),IGNORE_ME|IGNORE_SPRITES); // trace from the sun to the pixel
if(trace_hit) // draw shadow pixel if there is no obstacle
{
format=bmap_lock(canvas,0);
pixel=pixel_for_vec(vector(shadow_brightness,shadow_brightness,shadow_brightness),100,format);
pixel_to_bmap(canvas,(canvas_size[0]-1)-px,py,pixel);
bmap_unlock(canvas);
}
px+=1;
}
py+=1;
wait(1); // without a wait after each line the loop could get too big if the shadow map is huge
}
blur(1); // do 1 blur pass
}
//-----------------------------------------------------------------------------terrain
function terrain()
{
p_terrain=my;
// my.material=mtl_terrainshadowmap;
canvas=bmap_for_entity(my,2); // the second texture of the terrain is the shadowmap
canvas_size[0]=bmap_width(canvas);
canvas_size[1]=bmap_height(canvas);
wait(1);
generate_shadows();
}
//here is a simple example material. the first texture of the terrain has to be the color map (the tiling can be specified with the texture transformation matrix). the second texture of the terrain has to be the shadow map.
//-----------------------------------------------------------------------------materials
//material mtl_terrainshadowmap
//{
// effect=
// "
// texture entSkin1;
// texture entSkin2;
//
// technique one_pass_shadow
// {
// pass p0
// {
// Texture[0]=<entSkin1>;
// Texture[1]=<entSkin2>;
//
// ColorArg1[0]=Texture;
// ColorOp[0]=Modulate2x;
// ColorArg2[0]=Diffuse;
// TexCoordIndex[0]=0;
// TextureTransformFlags[0]=Count2;
// TextureTransform[0]={8.0,0.0,0.0,0.0, // color map u scale
// 0.0,8.0,0.0,0.0, // color map v scale
// 0.0,0.0,0.0,0.0,
// 0.0,0.0,0.0,0.0};
//
// ColorArg1[1]=Texture;
// ColorOp[1]=Modulate;
// ColorArg2[1]=Current;
// TexCoordIndex[1]=0;
// TextureTransformFlags[1]=Count2;
// TextureTransform[1]={1.0,0.0,0.0,0.0,
// 0.0,1.0,0.0,0.0,
// 0.0,0.0,0.0,0.0,
// 0.0,0.0,0.0,0.0};
// }
// }
// ";
//}
Last edited by Pappenheimer; 07/26/09 19:00. Reason: Got rid of the error! My fault!
|
|
|
|