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There's going to be another beta VERY soon. There's a couple show-stoppers that I want to fix before I get buried in physics changes.

1) transparencies are all messed up, they double draw as opaques which makes a real mess of things
2) lots of fixes to choosers
3) a blur filter on the pause screens and some fixes for it re-capturing the interface screens
4) some text fixes (hopefully to work better with wild fonts that have very large descenders)
5) 3rd person camera fixes

Maybe some other small things.

When I go into the physics, I'm going to try to get everything done at once, so it might be 2 weeks or so. I need to fix the stuttering, put back in crushing, pushing (and rotational pushing), etc.

[>] Brian
Hey Brian. ignore my email. Turns out that I had, uh, tried running my prjoject in the original 2.5b9 which crashed all the time. Boy, do I feel kinda stupid now.

[br]

BTW, auto-generated bump maps seem to be broken (Doesn't look very good for animated textures that use it). Anything you can do about that?
They work-but the animator doesn't save them.
Quote:Doesn't look very good for animated textures that use it
They aren't going to look good unless you make them yourself. It's not worth it to auto-generate normal maps, make them yourself. Wink
Another quick update, same location:

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

Some fixes before I get into physics.

Code:
Engine
* fixed bug where transparencies would be redraw as opaque segments
* chooser fixes
    + non-clickable items were ignoring width/height
    + text substitutes can happen in line instead of entire text
    + can do substitutions on title bars
* GUI screens use a blur filter when creating backgrounds
* GUI view background doesn't recapture interface elements
* some adjustments in text rendering to deal with fonts with large descenders
* fixes to 3rd person cameras

[>] Brian
(2008.10.06 04:34 PM)ccccc Wrote: [ -> ]They work-but the animator doesn't save them.
Quote:Doesn't look very good for animated textures that use it
They aren't going to look good unless you make them yourself. It's not worth it to auto-generate normal maps, make them yourself. Wink

No kidding. :P
The escape menu looks very nice now. Smile
Quote:GUI view background doesn't recapture interface elements
It does for me...
[EDIT]"zapfino" font still has the same problem. :|
(2008.10.07 04:28 PM)ccccc Wrote: [ -> ]The escape menu looks very nice now. Smile
Quote:GUI view background doesn't recapture interface elements
It does for me...

I mean non-game interface elements -- for instance -- in the earlier beta, if you went to the menu, then hit chooser test, you'd see the menu in the background. If you are still getting elements like this, then it's still broken -- if it's HUD elements, then it's supposed to be that way.

[>] Brian
Oh nevermind, it's fine then. Smile
Brian, would it be possible to get a windows build of the next release?
I'll do my best to try to get out a windows build with the next beta.

Update: I'm taking a little break from the physics and conquering networking, to at least get LAN based games back in order. I have a couple new game types I was going to try to script out for testing, and want to make headway on that, also.*

I'm doing another experiment (like with the better fonts) to see how well I can do the setup interfaces in a more of a on-the-fly way. The problem is every time I add or subtract a tab, or change a button, or add a screen, everybody has to rush and make more graphics. I actually bought UT2003 ($20 at amazon!) and have been going up and down it's networking/setup etc to see how "professional" games do it. It's setup is pretty stark. I'm not going to copy it, but it works very well and I'm trying to stay away from making the start-up costs (or when I make changes, redo costs) to high.

The UT networking works extremely well -- that's my target -- to be that good or better.

* I want to have working scripts for deathmatch, team deathmatch, CTF, and I was thinking of a "tiki grab" game where a random number of tiki appear (always odd), and you can pick up a certain number and deposit them at your base. If you die, you drop all your tiki where you die. Once all the tiki are in, the team with the most wins.

[>] Brian
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