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Re: A way to get shaders into A7 [Re: hankenb01] #128007
06/11/07 07:02
06/11/07 07:02
Joined: Jul 2000
Posts: 27,982
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,982
Frankfurt
When you're using lite-C, it's

MATERIAL* MtlNormal =
{
effect = "Normal.fx";
}

This is not your fault, it's wrong in the manual - the manual still shows the old C-Script syntax. This will be corrected. In lite-C, all predefined structs are written in capitals and pointers always have a '*'.

Re: A way to get shaders into A7 [Re: jcl] #128008
06/11/07 11:13
06/11/07 11:13
Joined: Dec 2006
Posts: 20
H
hankenb01 Offline
Newbie
hankenb01  Offline
Newbie
H

Joined: Dec 2006
Posts: 20
Ahhh, that makes sense. I'll try that. Thanks

Re: A way to get shaders into A7 [Re: hankenb01] #128009
07/03/07 22:14
07/03/07 22:14
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
Member
Dyc  Offline
Member

Joined: Oct 2002
Posts: 254
UK, London
Had a go at those shaders. Looks like two or three shaders in total just different variations. Some shaders have syntax errors, so you will have to fix that before you get it going. To be honest the shaders available on the forums are better quality and free. Kinda feel stupid I spent $50 on this.

Re: A way to get shaders into A7 [Re: William] #128010
07/16/07 02:45
07/16/07 02:45
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

In the latest PC gamer mag, it shows the 8800 GTS is almost as good as the 8800 GTX, for much cheaper($300). Probably a good buy for the price.




The 8800GTX usually is near twice as good in most benchmarks, so this is clearly impossible. Still perhaps the magazine meant that the 8800GTX is overpriced compared to the 8800GTS? The 8800GTS card it's price/performance ratio is much much better. Btw. the ATi HD2900 in this respect is even better (higher performance than the GTS and near equal price last time I've checked. It sometimes comes very close to the GTX), not sure how the HD2900 compares to the 8800GTS at thís moment though, I don't know the current prices and they should've dropped a bit by now.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: A way to get shaders into A7 [Re: PHeMoX] #128011
07/16/07 04:34
07/16/07 04:34
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Thanks for your comment Dyc. Guess that one saved me some money

@ Phemox: I've bought the 8800GTS 320DDR3 for my new PC with €30.- discount for €300.- euro. And now think about selling it again to purchase the GTX version with more memory. Only the GTX version cost about €500.- euro. So i'll wait for the price come down.

Re: A way to get shaders into A7 [Re: Dyc] #128012
07/19/07 18:03
07/19/07 18:03
Joined: May 2007
Posts: 10
S
SFGPhil Offline
Newbie
SFGPhil  Offline
Newbie
S

Joined: May 2007
Posts: 10
Quote:

Some shaders have syntax errors, so you will have to fix that before you get it going.



Or you could actually tell me which ones you're getting a syntax error with and I'll fix them in double-quick time. I'm sorry, but I'm not perfect and occasionally I make a tpyo ( sic! ) Unfortunately when people don't tell me about it and just whine about it to others, I don't get the opportunity to fix it.

Quote:

Had a go at those shaders. Looks like two or three shaders in total just different variations.



I make it abundantly clear that many of the shaders are variations. Most of the users are not experienced enough to make the changes themselves to make their own variations, so this is essential. In fact you make this point for me by demonstrating that you weren't even able to fix a typo yourself.

Quote:

To be honest the shaders available on the forums are better quality and free.



Then use them instead. This is the basis of a free market economy. I certainly haven't found any shaders on the forums which do anything close to what our shaders do, but if you can find them, I suggest you use them.

Quote:

Kinda feel stupid I spent $50 on this.



That will explain your fraudulent chargeback attempt then. I was wondering where that was coming from. I've contacted both e-commerce companies and your credit card company, documenting your fraudulent claims, so you should hear from them in the next 90 days. I have told the e-commerce company to go ahead and process the refund, though, as I don't want even a single unsatisified customer.

Incidentally, if you had sent me an email expressing your dissatisfaction with the shaders, I would have happily refunded your money without question. However, making a fraudulent chargeback is a serious offense and has serious ramifications for both you and me, so I have no choice but to report your fraud and provide the documentation to back it up.

Last edited by SFGPhil; 07/19/07 18:07.
Re: A way to get shaders into A7 [Re: SFGPhil] #128013
07/19/07 18:16
07/19/07 18:16
Joined: May 2007
Posts: 10
S
SFGPhil Offline
Newbie
SFGPhil  Offline
Newbie
S

Joined: May 2007
Posts: 10
Well I actually came to the forum today for an announcement, so with the chargeback ugliness out of the way, perhaps I can make that announcement.

I'm both pleased and sorry to announce that Shader Pack 4, the 3D GameStudio Pack will no longer be available as of next week. The simple truth is that sales of the indie licenses ( of all packs, not just the 3DGS pack ) have been poor, and the amount of after-sales support has been too high for the relatively modest earnings.

Effective Monday 30th July, we will be licensing the SFG shaders only to corporate clients, where the profits are justifying the amount of work we have had to put into the shaders so far. I'm sorry if this news is disappointing for anyone, but it was just taking up too much time to deal with the support requests and Indie sales were very disappointing compared to the corporate sales. I know some of you were hoping that Conitec would become one of those corporate customers, but they were not interested in going that way, and it's too expensive for us to work it any other way.

All current Indie clients will receive full after-sales support, of course. These clients should contact me in email as the public forums will be removed and the Indie site will be coming down at the end of next week.

Re: A way to get shaders into A7 [Re: SFGPhil] #128014
07/19/07 18:54
07/19/07 18:54
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
somehow that was in the air

Re: A way to get shaders into A7 [Re: ello] #128015
07/19/07 20:39
07/19/07 20:39
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
It's a pity. Sorry to read that.


Models, Textures and Games from Dexsoft
Re: A way to get shaders into A7 [Re: SFGPhil] #128016
07/19/07 20:41
07/19/07 20:41
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
Member
Dyc  Offline
Member

Joined: Oct 2002
Posts: 254
UK, London
Are you calling me a fraudster? I did no such thing as a charge back. After numerous attempts at contacting you I have asked Plimus for a refund, they tried contacting you and got no reply, after almost two weeks they issued a refund. What is so fraudulent about this? As I said before there are quite a few syntax errors such as missing semicolons etc. You have quite clearly not tested them with A6/A7 or tested them and then modified them again. As for contacting my bank, please be my guest; I will be even happy to provide a copy of all my Plimus communications as well as a copy of your website. I’malso really happy that your after refund customer service is much better than the after sales one.
Regards.

Edit: The missing semicolon looks like a simple copy paste mistake althou it's consistent in a large number of shaders, however undeclared variables such as decayScale in the midle of the shader are not so easy to fix. And decayScale is not documented at all. In all ohnesty after fixing all the syntax errors and declaring/initialising the missing vars the positional versions still dont work.

Edit2: "In fact you make this point for me by demonstrating that you weren't even able to fix a typo yourself"

Since you put it so eloquently I will only add that fixing typos in a commercially released product is not my job, and also indicates that the QA people are not really doing their job (Cough, cough).

I always try to support indy devs that is why I try to buy indy products (I own sphere2, olivers editor, intensex etc)
However I will not throw money away on not functioning or unsupported products.

I don't want to tell you how to run your bussines, however for all it's worth, if you released a working a6/a7 demo showcasing the shaders it would maybe attract more knowledgable and less fussy custommers than myself (unless the shaders don't work... sry couldn't help myself )

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