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Brian, what about "square" or rectangular radars?
Alexander Smith Wrote:Brian, what about "square" or rectangular radars?

That can be done in the future ... I just added these things because there were bugs to be fixed Smile

Next beta in a day or so. After this, even though the map editor isn't a 100% done, I'm going to move back to doing most work in the engine.

[>] Brian
Bad UVs in b5.
http://img386.imageshack.us/img386/726/2...701im8.png
Need the model an texture?
Bink Wrote:Bad UVs in b5.
http://img386.imageshack.us/img386/726/2...701im8.png
Need the model an texture?

Yes, please, give me both. Is it the imported UV that's messed up, or when I re-UV it for the map? If it's imported, it can be fixed, but if it's the map, it might be trickery as I don't have the same information the modeler does and have to make some assumptions.

[>] Brian
Another request I'm mulling over is "in-play" object spawning/removing. Now, as I've said before, spawning and removing objects is a VERY heavy operation. It's not something you'll want to do a lot of because it can force script compilations and model loading, etc.

Basically, it can drag the frame rate to the floor. Smile

I've been asked for it enough that I'll be looking into it. I might be able to come up with something (it'll take a bit of work as it wasn't designed for this) and I can't guarantee the speed will be good, but it's something else I'll be looking at for this new version.

[>] Brian
Wouldn't the best way to do it be having another object "carry" a certain number of spawnable objects?
That way, the developer could specify what objects are carried and how many and the models and scripts could be loaded just like those of other objects are.
I was thinking of something like:
Code:
obj.carry.add("scriptname",amount); adds <amount> instances of <scriptname> that are carried by obj

obj.carry.spawn("scriptname"); spawns one instance of <scriptname> and returns it's id, returns 0 if no more available

obj.carry.unspawn("scriptname",id,reset); returns a spawned instance of <scriptname> to the spawning object, id being the id of the object to return. if id is NULL, the last object is returned. if reset is true, all the objects parameters are reset (health etc.)
I'd love that. How would doing it like that affect the frame rate?
Bink Wrote:Wouldn't the best way to do it be having another object "carry" a certain number of spawnable objects?

You can now, JoeFoe's carry around a health object that they drop when they die. It's only one object per object, though, and I've seen a number of request where this won't work.

Until I get farther into this I'm not really sure how bad it will be, but I suspect it might. There could be ways to optimize this, as a model load will only happen ONCE, if you spawn the same object, you'll get a cached copy of the model. Script compilation is a bit more complicated, but there might be a way to cache that, too.

Also, it depends on what you are spawning. If it doesn't have weapons, it's more light weight (less scripts.)

I'll need to change some of the internals of the code before I can get that far, though.

[>] Brian
Well, I don't think making spawning objects dependend on other objects is a complete solution. As I wrote in e-mails to Brian for my space game ships would spawn at planets and hypergates and from other objects, but also in areas - similar to the random spawning in Marathon Infinity. I don't know what a high-performance solution would be. Preload everything?
If I have 100 ship types in my game and 10 fractions in 200 star systems then maybe 20 of the 100 star ship types can spawn from an hypergate in 1 system, because the other 80 types are at the other end of the galaxy. I would prefer - similar to Marathon's Forge - to set percentages for spawning probabilities from a spawning object: 20%, 17%, 12% etc. + a range for random spawning intervalls + set the types that can spawn.
Area random spawning then maybe limited to a portal.
Bink Wrote:Bad UVs in b5.
http://img386.imageshack.us/img386/726/2...701im8.png
Need the model an texture?

Fixed, an unexpected format that I need to be aware of. BTW, very nice room model, I imported it and used it to test with.

[>] Brian
ggadwa Wrote:
Bink Wrote:Bad UVs in b5.
http://img386.imageshack.us/img386/726/2...701im8.png
Need the model an texture?

Fixed, an unexpected format that I need to be aware of. BTW, very nice room model, I imported it and used it to test with.

[>] Brian

Bink's a rat, he's going to outdo us all! Smile BINK YOU HEAR ME? You're making it HARD for us!
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