Here's the new build, please test with your projects as much as you can. Yes, it's a couple versions up (there were some test versions to a couple people on the list with specific requests.)
A couple of the big changes:
- G4 only, new libraries (SDL, JavaScript, etc)
- Animation Blending
- Liquid Physics
- Liquid Tinting, Drowning, etc
- Node-Walking Cameras (can even open doors)
- Nodes can have camera angles for non-object following camera walks
- Auto-Rotating Particles and Rings
- Better Fog and Rain
Location:
http://homepage.mac.com/ggadwa/Misc/dim3_v2_3_b7.zip
[>] Brian
Cool!!! One thing, where is the windows runtime? And, are the d3e 2.3.4 maps compatible?
Odxi Wrote:Cool!!! One thing, where is the windows runtime? And, are the d3e 2.3.4 maps compatible?
I almost never put out a windows build with the betas, that's only with the final. Remember that all this is for some final stuff *before* all the new mesh/map/collision stuff, so you guys can have a solid version during the move-over period.
[>] Brian
Sweet! Why is this b7 and not b5?
Yay! Now I can drown! Er...yeah....
EDIT:
Awesome stuff here Brian.
Pros:
*Animation blending works great, I love it
*Coronas/Halos work
perfectly and obscure just right.

*UI layout and graphics for the Editor are MUCH better.
Cons:
*In the Fog Section, the description for Alpha and Y Fog Drop is the same.
*Water tint works, but when only when you're
standing in it, with your head below water. If you're standing in the water, and you crouch to have your head below it, your view doesn't get tinted, and you don't drown. Speaking of drowning, I can't drown in the water, I set the drown time to just a few seconds, and then jumped in the water and stayed there for quite a while, and I didn't receive any damage.
*Water physics are also a bit off. If you face the camera upward while in the water, and then swim up, you go flying out of the water, and this is of course, not realistic.
PatrickA Wrote:Sweet! Why is this b7 and not b5?
There were some other versions that went out to specific people to test somethings that were their request, and I'm trying to keep the versions straight. You'll probably see more of this in the future. It's a lot easier on me to get specific features out to the person that needs it, gather input, fix, then get out to everybody.
[>] Brian
This is awesome! Are you going to add bone movement through scripting?
A few problems:
*Some buttons on my joystick aren't supported (there's a button on the top that can move left right forwards or backwards)
*REAL problem, rotating the joystick doesn't effect dim3. Normally, leaning the stick forwards goes forwards, backwards backwards, left and right sidestep, the turning it turns. But dim3 won't let me use the turn in the control menu :|.
*Joystick sensitivity would be nice
*Moving the mouse and clicking with the joystick would be nice (so you can exit titles and stuff without using the mouse)
Still testing it out....
[EDIT]We need a look command, so you can hit a button on the joystick to look up or down

.
[EDIT]My halos still don't work

. Though it could be my fault.... Do you want the script? The model?
I need to be able to have ladders.
btw, I still have a problem with the player's head sticking through the ceiling in ventilation shafts.
for hackish ladders:
-make a model of a ladder (or map one) (collision should be off here, or cover it with an invisible wall)
-set up an invisible moving floor segment
-make it go up at a normal speed (ladder speed :P )
-move it down in an impossibly short amount of time (about 1 millisecond). This will stop collisions from functioning properly and reduce wait time.
-if necessary, set up another one at half time (one is down while the other is up)
There you go. hack ladder. nearly functional.
Alexander Smith Wrote:*Water physics are also a bit off. If you face the camera upward while in the water, and then swim up, you go flying out of the water, and this is of course, not realistic.
I got that out of one of the Quake demo games -- it seems to make you "jump" whenever you break the surface of the water. Maybe this was in my imagination -- do you see this normally? Or do you always get out of water by a ramp or steps?
[>] Brian