Search found 402 matches

by kattle87
Mon Aug 24, 2009 7:40 pm
Forum: General discussion
Topic: minimum XP setup to run ZGE games?
Replies: 5
Views: 6724

that laptop looks like being a good one. It got a Ati Radeon X600 Vga that is quite decent. Should be a little less than a X1600 when it comes to raw power... Actually this is what I could find about it on the internet, at least. For your concerns... You should really try with 2GB USB minimum... 4 G...
by kattle87
Thu Aug 20, 2009 12:41 pm
Forum: General discussion
Topic: howto put things into viewspace ?
Replies: 11
Views: 10871

I agree! Infact, that's the idea:
if we are going to add mesh VS mesh collision, you will still be able to set 3 variables and they will be used for AABB. ;)
Now we just need to recycle PAPPE's collision code from Bero. I wonder where he is now :P
by kattle87
Wed Aug 19, 2009 12:28 pm
Forum: Off-topic
Topic: Spam on the forums?
Replies: 1
Views: 3850

Spam on the forums?

Ville, we are getting spammed, aren't we? :/
by kattle87
Wed Aug 19, 2009 10:51 am
Forum: General discussion
Topic: howto put things into viewspace ?
Replies: 11
Views: 10871

@Jph: As long as I can tell you, no need to use matrix stuff right now, even for 3D. But yes we need a Mesh VS Mesh collision and Mesh vs Ray collision, or you do need matrix library for some stuff.
We also might want to add some stuff like bounding boxes, I already got some ideas and ZERO TIME :P
by kattle87
Mon Aug 17, 2009 5:48 pm
Forum: Feature requests
Topic: Keyboard Shortcuts
Replies: 2
Views: 4479

Since we are speaking of interface, I also suggest a button or command for refreshing the currently selected content (bitmap, mesh, or whatever) and set "F5" as hotkey to use it! :P This is useful if you modify a mesh that is loaded by a second mesh and you want to see the results on the s...
by kattle87
Sun Aug 16, 2009 10:18 am
Forum: General discussion
Topic: howto put things into viewspace ?
Replies: 11
Views: 10871

Here it is: Some advices: -what I've done should work but I had no time to use the matrix library by kjell so the gun here is placed at (0,0,0) (the same point of the camera). -when you create the gun it must ba facing "away from the camera" (like I did in this example) before you put it i...
by kattle87
Sun Aug 16, 2009 8:30 am
Forum: General discussion
Topic: howto put things into viewspace ?
Replies: 11
Views: 10871

Hi diki! My advice is to set the transform inside the "OnRender" component to match the angles used in the camera component. This should made the trick. And if the gun is directed oddly (EG: to the right of the player), you can modify the mesh with a MeshTransform when you are creating it....
by kattle87
Wed Aug 12, 2009 11:04 am
Forum: General discussion
Topic: Video Tutorials
Replies: 42
Views: 49458

If you look for options, there should be something to let you follow the mouse. It could be nice if you are able to use it properly. And it keeps the global resolution lower while allowing you to still understand what is going on.
by kattle87
Sun Aug 09, 2009 7:31 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

really smart solution Ville! An amazing job, really :D I love this! I guess most of the work here is done, now we need testing :P
by kattle87
Thu Aug 06, 2009 7:34 am
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

BTW: The good: my Laptop got fixed... If this weekend I'm having some free time I'll look into new mesh possible combines. The bad: I won't have that much time because of university studying (and real life going on with friends on the seaside ;)) The ugly: I know nothing about how meshes are stored,...
by kattle87
Wed Aug 05, 2009 6:27 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

Not sure but maybe this is some kind of too-many-vertexes mesh bug =)
Howeve, nice creation!
by kattle87
Mon Aug 03, 2009 3:24 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

Allowing MeshLoop to load himself can do the trick provided some optional details I'm thinking about. The important one to me is getting the counter from from one value to another one, and it stops looping. As I suggested before, if the counter was to go down to zero ("loop until counter > 0&qu...
by kattle87
Sun Aug 02, 2009 8:08 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

A nested loop mesh is good for doing some work, but for example if you need to make a recursive mesh, you can't do it by nesting meshloops unless you nest infinite of them! Instead, an "easy" use for the nested MeshLoops are for example little branches on some bigger branches. But if you w...
by kattle87
Sun Aug 02, 2009 9:04 am
Forum: Your projects
Topic: clownhorse progression no. 7 - .scr demo
Replies: 2
Views: 5883

AMAZING :o I love this screen! If you are able to get a 4-hours gameplay game done with a similar graphics, you can really sell this on major networks (EG: on Steam!) for something like 2.49 bucks!. I guess they can eat a good portion on the price (up to 60%) but you would surely sell some hundreds :D
by kattle87
Fri Jul 31, 2009 4:54 pm
Forum: Releases
Topic: Beta release 1.9.8b
Replies: 89
Views: 192865

I was now thinking about this approach again. The only big difference is that in the your implementation one must set the parameter "the way the mesh is combined" and it can't be changed. Since right now we have only one way of combining the meshes this is not big deal. And we can still ad...