OrbWeaver 662 Posted November 5, 2007 Report Share Posted November 5, 2007 @OrbWeaver: Hm, that doesn't sound like you'd like the job... My actual current job I have no problem with; the work is reasonably interesting, and the people I'm working with are good as well (not least because two of them are non-IBM, and the two that are in IBM were outsourced from other companies and haven't drunk the Kool-Aid like everybody else). My problem is with the company as an employer, and the way that they are so fundamentally disconnected from reality that they think that bullying, threats and propaganda are a valid substitute for actually rewarding people for the work they do, and giving them a reason to want to be in the company in 5 years time rather than just using the experience to get another job elsewhere. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
mohij 0 Posted November 5, 2007 Author Report Share Posted November 5, 2007 Well, I'm in there just a month so far, and I'm still thinking about changing to regular university next term, so I really don't have any experiences in that area, except that we get "be proud of IBM" imprinted quite heavy. Quote Link to post Share on other sites
OrbWeaver 662 Posted November 5, 2007 Report Share Posted November 5, 2007 Well, I'm in there just a month so far, and I'm still thinking about changing to regular university next term, so I really don't have any experiences in that area, except that we get "be proud of IBM" imprinted quite heavy. Ah, you're a graduate/intern then. In that situation IBM is quite good, because they are very keen on their graduates and provide lots of training etc (although it's all interwoven with IBM Propaganda, as you have noticed). The problem is when they obtain people through takeovers and outsourcing contracts, and then expect everybody to just fall into their corporate route march like good little zombies, even though the "rewards" they offer are absolutely bottom-of-the-barrel. The best advice to somebody in your position is to make use of the training and experience (IBM still looks good on your CV), don't believe everything they tell you (especially if it is obviously intended to make you do more work for nothing), and in a couple of years consider your options carefully since unless you are in the top ten percent or so, there's a good chance you'll be earning less than the graduate new-hires that year (which has happened before). Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
mohij 0 Posted November 8, 2007 Author Report Share Posted November 8, 2007 To get back to topic, I see two possibilities to get this working:simply calling m_transformChanged() from within updateAABB(), which works and is already implemented, but I'm not sure whether this is the correct way to do it, since it is called transformChanged and not boundsChanged.second is to add another Callback called m_boundsChanged() (which sounds more reasonable to me), I'd basicly copy that from the light class. What should I do? Edit: I copied the stuff from Light class over and it works, even though I don't understand why.... So, what is left now? Quote Link to post Share on other sites
greebo 85 Posted November 8, 2007 Report Share Posted November 8, 2007 So I gather everything is working now? Or are there any issues left? If no issues are left (which is cool!), feel free to send us the patch for a little review. Quote Link to post Share on other sites
mohij 0 Posted November 8, 2007 Author Report Share Posted November 8, 2007 Hm, ftp doesn't seem to work... (could be because of my new location behind a NAT router).So I just uploaded it to http://uploaded.to/?id=onht3i.There is probably some work left, but there is nothing more obvious I can think of. Quote Link to post Share on other sites
greebo 85 Posted November 8, 2007 Report Share Posted November 8, 2007 Ok, thanks, I'll take a look at it tomorrow. Quote Link to post Share on other sites
greebo 85 Posted November 8, 2007 Report Share Posted November 8, 2007 Scratch that, I was curious and looked into your code right away. In short: very well done, mohij! The code is nice and clean, the classes are properly separated, the command is connected, the toolbar item is there (the icon can be added later on), the scenegraph is updated and the speaker radius updates when a different sound shader is selected. Again: well done! A different problem (I guess that's not yet implemented): I tried to load the graveyard.map (with an existing ambient speaker), but the sound radii didn't work there until I selected a different sound shader. How does the code react to soundshaders without radii? On this speaker entity, I had these spawnargs on the entity:"classname" "speaker" "name" "speaker_3" "origin" "-2752 -176 1544" "s_global" "1" "s_looping" "1" "s_maxdistance" "1000" "s_mindistance" "900" "s_omni" "1" "s_shader" "factory_distant" "s_volume" "10" "s_waitfortrigger" "0"The s_maxdistance/s_mindistance are set manually on the entity, I haven't checked the soundshader itself. Can the code override the soundshader's native values with the spawnargs? Quote Link to post Share on other sites
greebo 85 Posted November 10, 2007 Report Share Posted November 10, 2007 I've got another question: I guess the RenderableArrow class and its references are not needed anymore for the speaker entity? Can we remove them? Quote Link to post Share on other sites
mohij 0 Posted November 11, 2007 Author Report Share Posted November 11, 2007 Yes, spawnargs override the native settings.I'll look into the soundshaders without radii later. The arrow class is still in there because the old speakers had the arrow. I think an arrow is pointless since a speaker has no direction, if you agree to that, then the renderArrow should be removed. Quote Link to post Share on other sites
greebo 85 Posted November 11, 2007 Report Share Posted November 11, 2007 Yes, spawnargs override the native settings.I'll look into the soundshaders without radii later. The arrow class is still in there because the old speakers had the arrow. I think an arrow is pointless since a speaker has no direction, if you agree to that, then the renderArrow should be removed.Perfectly fine with me, let's remove the arrow code. I'll commit your current changes then as soon as I have a clean codebase again (I'm currently investigating stuff, so I can't apply your patch right now). Quote Link to post Share on other sites
Sotha 1909 Posted November 26, 2007 Report Share Posted November 26, 2007 I'd like to inquire that when do we get DR to show the speaker radii in the map? It would make sound placement much more straightforward and faster. Actually I do not want to do sounds until that kind of feature exists. Thanks. Quote Clipper-The mapper's best friend. Link to post Share on other sites
greebo 85 Posted November 26, 2007 Report Share Posted November 26, 2007 The feature is nearly done, but isn't committed yet. It works for predefined sound shaders, but it won't reflect changes overridden by manual spawnarg editing (e.g. if you add a "s_minDistance" spawnarg to the entity, trying to override the setting in the soundshader). Quote Link to post Share on other sites
mohij 0 Posted November 26, 2007 Author Report Share Posted November 26, 2007 Uh?Thad does work in my local copy....I thought the only problem was when loading a map that was created before this feature? Quote Link to post Share on other sites
greebo 85 Posted November 26, 2007 Report Share Posted November 26, 2007 Hm, I'll have to re-check, maybe I was confusing something. I'll probably commit your patch changes in any case. Quote Link to post Share on other sites
mohij 0 Posted November 26, 2007 Author Report Share Posted November 26, 2007 Yes, I checked again, and it does work. Quote Link to post Share on other sites
greebo 85 Posted November 26, 2007 Report Share Posted November 26, 2007 Ok, sorry for doubting it then. I'll try to get your stuff committed soon, there was obviously too much going on lately. Quote Link to post Share on other sites
greebo 85 Posted November 26, 2007 Report Share Posted November 26, 2007 @mohij: I committed your changes now. I tried to load the graveyard.map, there is a single speaker in that map, but it didn't display the radius. I don't know if the speaker is setup incorrectly or anything else was not properly done. Btw: Can you look into the removal of the RenderableArrow file? Quote Link to post Share on other sites
mohij 0 Posted November 26, 2007 Author Report Share Posted November 26, 2007 So, here the diff that removes the arrow leftovers: renderableArrow.diffI am still compiling, but I guess it will work, since I really only removed the already commented out arrow stuff. Edit: Tried and worked. Quote Link to post Share on other sites
greebo 85 Posted November 26, 2007 Report Share Posted November 26, 2007 Thanks! Change is committed. Quote Link to post Share on other sites
Sotha 1909 Posted December 15, 2007 Report Share Posted December 15, 2007 I looked at the newst snapshot. Still no speaker radius is visible. Quote Clipper-The mapper's best friend. Link to post Share on other sites
greebo 85 Posted December 15, 2007 Report Share Posted December 15, 2007 The newest snapshot might be old, I think the fix for issue 457 didn't make it into that build. I can upload a new snapshot soon, but I'll have to switch back to Windows for that. I want to finish my work here in Linux first. Quote Link to post Share on other sites
mohij 0 Posted January 10, 2008 Author Report Share Posted January 10, 2008 So I guess this is done for quite some time now and I'd like some more work... any ideas?If you have nothing specifically suited, I'll just rummage through bugzilla... :-P Quote Link to post Share on other sites
greebo 85 Posted January 10, 2008 Report Share Posted January 10, 2008 Hm. Yeah, I think it's best if you look through the bugtracker and pick something for you. I'm sure you'll find something suitable. Quote Link to post Share on other sites
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