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Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #382959
09/14/11 14:50
09/14/11 14:50
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
Thank you JCL i will search deep into my code, but i almost 100% sure that with code everything is ok. If the problem continues, I'll do and send you a small level with code where this happening.


IGRAVISION Page - www.igravision.com
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Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #382961
09/14/11 15:02
09/14/11 15:02
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
Hi,

I discovered that when changing the bounding box, it is needed to hide the shadow, wait 1 frame and show the shadow again for the shadow size to be updated. But I don't know if it is the correct way to use it.

Code:
reset(ent_player, SHADOW);
wait(1);
set(ent_player, SHADOW);



Sample code:
Code:
#include <acknex.h>
#include <default.c>

/////////////////////////////////////////////////////////////////////////////
// Decal shadow problem App
void main()
{
	// Wait 1 frame
	wait(1);
	
	// Load empty level
	level_load(NULL);
	
	// Position camera
	vec_set(camera.x,vector(-150,0,50));
	
	// Create terrain
	you = ent_createterrain(NULL,NULL,32,32,1000);
	bmap_fill(bmap_for_entity(you,0), vector(60, 60, 60), 100);  
	
	// Create shadow casting entity
	ENTITY *ent_player = ent_create(CUBE_MDL, vector(0, 0, 60), NULL);
	c_setminmax(ent_player);
	set(ent_player, SHADOW);
		
	// Main loop
	while(1)	
	{
		// Morph entity into cube if UP key
		if (key_cuu)
		{
			// Morph entity to cube
			ent_morph(ent_player, CUBE_MDL);
			// Scale cube
			vec_set(ent_player->scale_x, vector(0.5, 0.5, 0.5));		
			//ent_player->min_x = -5;
			//ent_player->max_x = 5;
			
			reset(ent_player, SHADOW);
			wait(1);
			set(ent_player, SHADOW);
				
			// Wait for key release
			while(key_cuu)
			{
				wait(1);
			}
		}
		
		// Morph entity to sphere if DOWN key
		if (key_cud)
		{
			ent_morph(ent_player, SPHERE_MDL);
			// scale sphere
			vec_set(ent_player->scale_x, vector(2, 2, 2));
			
			//ent_player->min_x = -20;
			//ent_player->max_x = 20;
			
			reset(ent_player, SHADOW);
			wait(1);
			set(ent_player, SHADOW);
			
			// Wait for key release
			while(key_cud)
			{
				wait(1);
			}
		}
		
		DEBUG_VAR(ent_player->min_x, 100);
		DEBUG_VAR(ent_player->max_x, 150);
		
		// Wait 1 frame
		wait(1);
	}
}
/////////////////////////////////////////////////////////////////////////////



Best regards.

Last edited by 3dgs_snake; 09/14/11 15:03.
Re: Gamestudio 8.30.2 Public Beta [Re: 3dgs_snake] #382964
09/14/11 15:39
09/14/11 15:39
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Quote:
I discovered that when changing the bounding box, it is needed to hide the shadow, wait 1 frame and show the shadow again for the shadow size to be updated. But I don't know if it is the correct way to use it.


Anything that involves WAIT to work properly(within the same assumed time...while it isnt because of the wait) sounds bad.
programm should be able to work without ANY wait o.O


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Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #382969
09/14/11 17:21
09/14/11 17:21
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
Originally Posted By: jcl

- vec_to_screen behaves as in the old version when published - this is normal, this beta is not yet publishable. A publishable version will be uploaded in short when there are no immediate bugs.


i take your word for that wink

Re: Gamestudio 8.30.2 Public Beta [Re: sPlKe] #383028
09/15/11 09:59
09/15/11 09:59
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
3dgs_snake: That's correct - the decal does not automatically notice when the bounding box was changed. So your method is indeed the correct way to change the decal size on the fly.

Spike: No, this is unrelated. If your script didn't work with the beta, it won't work with the published version either. I understood that you took over the code from that old isometric project and will look into that next week for determining what the problem is.

Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #383032
09/15/11 11:22
09/15/11 11:22
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
thanx a bunch. because basically teh game is finished. i am working on polishing the thing for almost a year now (started back with A6!) and that really threw me off laugh

Re: Gamestudio 8.30.2 Public Beta [Re: sPlKe] #383077
09/15/11 18:29
09/15/11 18:29
Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
White_Wolf Offline
User
White_Wolf  Offline
User

Joined: Jan 2004
Posts: 557
Wurzen, Deutschland
Thanks for the update.

Under About Wed is shwon the wrong 3DGS Version (6.20), when i start a level, in the Starting Window, it shows the right Version (6.30.2).

by

White_Wolf


A8 Com Version 8.40 Win 7 64 Bit
Re: Gamestudio 8.30.2 Public Beta [Re: White_Wolf] #383134
09/16/11 10:11
09/16/11 10:11
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Mr. Lotter, what's the ETA of the publishable update? Could we even get it today?


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Re: Gamestudio 8.30.2 Public Beta [Re: Superku] #383135
09/16/11 10:17
09/16/11 10:17
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Not today, but with the final version next week.

Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #383235
09/17/11 16:48
09/17/11 16:48
Joined: May 2006
Posts: 148
Latvia
MTD Offline
Member
MTD  Offline
Member

Joined: May 2006
Posts: 148
Latvia
Is that ok that pXent_move function does not return anything on collision with PH_RIGID object ?
It does return a value if collision is made with PH_STATIC or PH_CHAR object.

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