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This is a quick update to fix bugs that snuck into b3 and more networking fixes and a couple other quickies. I want to get out something solid before I go into test versions for new collision and then new mapping.

http://homepage.mac.com/ggadwa/Misc/dim3_v2_3_b4.zip

Code:
* engine
   * added "no_transparent" and "no_opaque" flag to marks xml
   * fixed a bug where hitbox collisions wouldn't work on hit scan weapons
   * number of fixes for weapons and animation smoothing when switching
   * fixed a bug in one of the error messages
   * load/save now writes dim3 version and fails when encountering different versions
   * fixed a couple bugs in ray tracing (halos, obscuring, sighting, super lighting, etc)
   * added experimental ray-trace lighting on/off
  
* UI
   * added error page (needs error png for backgrounds)
   * auto black backgrounds if a background is missing
   * disabled checkboxes don't high light when moused over
  
* network
   * more fixes for script problems freezing network attach
   * networking properly detects a lost server
  
* animator
   * scroll wheel only zooms over model window
   * no longer allowed to have an animation pose that last 0 msec

A lot of requests lately will be non-issues if this change goes off, so there's lot of things I haven't hit yet.

NOTE: There's a new background called "error.png" (for the demo I just copied the one for the menu.) This is for the new in-game error page. I'm trying to not dump you out of the app when there's an error. This page comes up for things like a network server quitting, or fatal script error, etc.

Please check networking if you get the chance (for those it's still not working for.) I'll get up a windows compile of this version for those checking cross-platform networking (send me a email and I'll tell you the location.)

Note I've enabled "ray traced lighting" at the user level. ONLY use this is you have a SUPER FAST MACHINE. It's cool but really experimental and really, really slow, but it's something I'll also be working on for the future.

[>] Brian
Um, Brian, you may be a little surprised to hear this, but the ray trace lighting works just fine on my computer, in fact, on this computer:
PowerBook G4 667mhz (32mb vram)

And on these settings:
1024x768 res
high quality textures
All lighting options all the way up
Anistrophic filtering ON
Ray Trace lighting on
Shadows High

The game runs at about 50fps and the lighting IS real time and looks bloody awesome. Smile
Alexander Smith Wrote:Um, Brian, you may be a little surprised to hear this, but the ray trace lighting works just fine on my computer, in fact, on this computer:
PowerBook G4 667mhz (32mb vram)

And on these settings:
1024x768 res
high quality textures
All lighting options all the way up
Anistrophic filtering ON
Ray Trace lighting on
Shadows High

The game runs at about 50fps and the lighting IS real time and looks bloody awesome. Smile

I should say that it depends on the 2 things:

1) movable lights
2) map complexity

If you have no movable lights, then it basically gets pre-cached on a per-portal basis (so it's sort of like real-time light mapping.) On the demo, full of moving lights, it's like a sloth. Smile

[>] Brian
Whatever, it's great for screenshots, it's definitely a bit buggy though, sometimes walls can no longer receive any light, they remain black or in a dark lighting no matter what.

Ah, if only we could have a lightmap generator that would make lightmaps from the ray trace, that would satisfy me. Smile
Alexander Smith Wrote:Whatever, it's great for screenshots, it's definitely a bit buggy though, sometimes walls can no longer receive any light, they remain black or in a dark lighting no matter what.

Ah, if only we could have a lightmap generator that would make lightmaps from the ray trace, that would satisfy me. Smile

It's definitely experimental right now, I just put it in as an option so I can play with it.

[>] Brian
Brian, this is awesome!! I'm running my game with this ray tracing and there's almost no change in fps!! Smile
You better keep this Smile.
I looked at the ray tracing on Alex's computer (soon to be mine) and it had a few problems but otherwise it was really good. ^^
Yes, it had some problems right now like segments changing when you move (maybe caused by the segments MOVING when you move problem, though I don't know if they actually move, might be the UVs, but either way you notice it in terrain)
ccccc Wrote:Yes, it had some problems right now like segments changing when you move (maybe caused by the segments MOVING when you move problem, though I don't know if they actually move, might be the UVs, but either way you notice it in terrain)

Do you mean it screws up on moving segments? Getting that working perfectly isn't a high priority as I want to get to the new collision then new mapping as it should help everybody, but I will be looking into it after a while.

[>] Brian
No, thats not what I meant. Sometimes it just flickers when you move, I said that it might be because of the map bug where the player moving causes the segments to distort, I NEVER EVER notice that bug except in landscapes, not sure why :|.
[EDIT]You don't have to perfect the lighting now, but whatever you do don't remove the option! It's awesomeness Smile.
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