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motorsep

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Posts posted by motorsep

  1. No, he didn't. He didn't blame the drivers. He blamed Linux being pieced together from half-working parts. That's why he called it Frankenstein OS :)

     

    I am actually with him on this. Some libs have horrible deep tangled dependency on myriads of smaller libs. And then bunch of different distros and more libs... A mess to deal with. Good thing BFG engine only needs SDL2 on Linux and maybe libjpeg and libpng and openAL.

  2. Well, it didn't work with gui::variable. I had to use gui::gui_parm1 (2, 3, etc.) to toss around strings/floats. Also GUI won't accept input from the script without onEvent or onNamedEvent. The latter is preferable, as onEven runs every frame and also registers mouse leaving/re-entering GUI (Desktop). So refocusing on GUI will trigger whatever you have in the onEvent {} block. So I think onNamedEvent is what should be used all the time, except for cases when focusing on GUI should trigger something.

  3. Getting back on topic, it's definitely an issue with the driver. And the reason that makes me think that is my test case with my own engine done over the weekend. I asked someone with GeForce 560 GTX to test the same case, and his RB/GPU/fps timers values were lower than mine. So the question is how is it older Nvidia outperforms newer Nvidia GPU ? Easy - he was using older driver. So I downgraded my driver to exactly the same version as the test guy was using and bam!, GPU timer went down from 21.7ms to 12.7ms (which is still higher than it was on 560GTX test case, which was ~8ms).

  4. I'm curious if the older brush structures from Quake, Q2, Q3 suffered the same problems. This issue may persist until we change the map format and that could be a huge undertaking.

     

    Quake 3 maps had the same issues.

     

    To avoid these issues entirely, floats can't be used. Anything that would require fractions for vertex coordinates, should be made as mesh model in a 3D App. It's a bit limiting, but sounds like the only easy solution :(

     

    Also, precision loss shouldn't even occur within +/- 32k distance. Why would 8.000000 become something else if moving it 1000 units along any axis ?!

  5. I looked into our _events.script and the only things we got are:

    
    scriptEvent     void setGuiParm( string key, string value );
    
    scriptEvent     void setGuiFloat( string key, float value );
    
    // WTF?!
    scriptEvent void        setGui( float guiNum, string gui );
    scriptEvent void        precacheGui( string gui );
    scriptEvent string      getGuiParm( float guiNum, string key );
    scriptEvent float       getGuiParmFloat( float guiNum, string key );
    scriptEvent void        guiNamedEvent( float guiNum, string event );
    

    the stuff under // WTF? comment is from D3XP and that had no comments / explanation for it. So I am not sure how to use it.

     

    I guess I need to make some tests on small simple gui first :)

  6. Do you know by chance how to pass values of variables from script to GUI ?

     

     

    This GUI I have been working on is for a self-driving vehicle. Player would have to find a fuel cell (power cell) item to place into the vehicle before he can get a ride.

    So basically when player trips a trigger entering the vehicle, a script would check for a variable "vehicleIsReady" and if it's 0 (player never placed power cell into vehicle), my GUI would display a red screen saying "out of fuel" and if vehicleIsReady is set to 1, then normal GUI will be displayed (as seen on the video).

    How would I do that? Currently I can set variables in GUI code as set "Desktop::variable" "value"; and check if ( "Desktop::variable" == value ) {} but that's for internal to GUI variables/values. I don't know how to pass script variable into GUI using gui_parms, if in some other way.

     

    Please help.

    Thanks beforehand.

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