| Phantom Engine - Currently v0.06 | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:25 pm | |
| "I took it out to replace it with something more advanced later." -Phantom107 lol by this he propobly mean the models im sending him! | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:38 pm | |
| - Guilty Sparks wrote:
- "I took it out to replace it with something more advanced later."
-Phantom107
lol by this he propobly mean the models im sending him! Yes, and make some great animations for them when I'm at it! | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:47 pm | |
| will these models be FREE to use in other games? like my games?
lol, not that they're hard to steal. | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:49 pm | |
| slayer, just include me in the credits if you "steal" my gun | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:51 pm | |
| - Guilty Sparks wrote:
- slayer, just include me in the credits if you "steal" my gun
ok. i'll see how nice they are first. lol. | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Mon Feb 11, 2008 11:54 pm | |
| thier Halo models... Like the battlerifle and stuff (Theres no way Im letting you guys steal my grunts, marines, warthogs, tanks, Master Chiefs, and character/vhiecal models though... ) | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 12, 2008 4:08 am | |
| i thought of something.
you should put ALL the variables that a user can change in one spot, like where the delta_z variable is. this way nobody has to search through your code to adjust things.
delta_z cam_height projection_angle gravity z_inc force_x
here are some variables i found right away that a user can play with.
oh yea, set the depth of the bridges to like -10. so in the editor a user can remove and place terrain underneath a bridge, without the bridge getting covered up.
and uhh, can there be a variable to adjust the thickness of the bridges? i want to make them 1/2 the thickness they are now. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 12, 2008 4:55 pm | |
| There's little chance the Halo models make it to the engine since they're like 1000+ polygons. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 12, 2008 10:35 pm | |
| - slayer64 wrote:
- i thought of something.
you should put ALL the variables that a user can change in one spot, like where the delta_z variable is. this way nobody has to search through your code to adjust things.
delta_z cam_height projection_angle gravity z_inc force_x
here are some variables i found right away that a user can play with.
oh yea, set the depth of the bridges to like -10. so in the editor a user can remove and place terrain underneath a bridge, without the bridge getting covered up.
and uhh, can there be a variable to adjust the thickness of the bridges? i want to make them 1/2 the thickness they are now. Sorry I'm not going to change those variable things. If users want to use this engine they are going to have to study the code anyway. I'm going to find out whether or not that bridge thinkness variable is possible to implement. - edit - Sorry, it's not possible. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 13, 2008 12:03 am | |
| * Update *
Phantom Engine is now v0.05. This version is more stable than v0.04. It also fixes the known problems. Please see the first post. | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 13, 2008 2:56 am | |
| yea your right, the user might as well just go into the code and change those variables. every game is different. here's a problem. the texture for Model_wall03 doesn't line up with Model_bridge03. here is the code - Code:
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//draw the terrain d3d_model_draw(model_Terrain01,0,0,0,tex_Grid[0]); d3d_model_draw(model_Terrain02,0,0,0,tex_Grid[0]); d3d_model_draw(model_Terrain03,0,0,0,tex_Grid[0]); d3d_model_draw(model_Terrain04,0,0,0,tex_Grid[0]); d3d_model_draw(model_Terrain05,0,0,0,tex_Grid[0]); d3d_model_draw(model_Terrain06,0,0,0,tex_Grid[0]);
d3d_model_draw(model_Wall01,0,0,0,tex_Grid[0]); d3d_model_draw(model_Wall02,0,0,0,tex_Grid[0]); d3d_model_draw(model_Wall03,0,0,0,tex_Grid[1]); d3d_model_draw(model_Wall04,0,0,0,tex_Grid[0]); d3d_model_draw(model_Wall05,0,0,0,tex_Grid[0]);
d3d_model_draw(model_Bridge03_Top,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge03_Wall,0,0,0,tex_Grid[1]); d3d_model_draw(model_Bridge03_Bottom,0,0,0,tex_Grid[0]);
d3d_model_draw(model_Bridge04_Top,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge04_Wall,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge04_Bottom,0,0,0,tex_Grid[0]);
d3d_model_draw(model_Bridge05_Top,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge05_Wall,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge05_Bottom,0,0,0,tex_Grid[0]);
d3d_model_draw(model_Bridge06_Top,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge06_Wall,0,0,0,tex_Grid[0]); d3d_model_draw(model_Bridge06_Bottom,0,0,0,tex_Grid[0]); at 03, the texture should be the same all the way around. shouldnt it? | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 13, 2008 10:35 am | |
| No it should. There is no problem... I didn't make it that everything would match, because there are 5 wall layers for 6 terrain layers... and that doesn't match. This way if you want bridges equivalent to wall layer 3 to have the same texture, change the texture argument for bridge 4, and not for bridge 3, because that one's for wall layer 2. | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 13, 2008 9:51 pm | |
| this is bridge_04, the texture on the bottom does not match the other bridges. it is repeating twice. look at the texture for the ramp and the wall. they are opposite, either the wall primitives should be flipped, or the ramp primitive should be flipped. it is the same for all the ramps. the texture was not flipped vertically in the background editor. here is a level i made your engine kicks ass. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 13, 2008 10:53 pm | |
| I fixed the texture repeat thing. Just a matter of changing 1 digit. As for the up-side down textures, thanks for pointing it out! I didn't took it into account when programming it, but I do now. I'll fix them on the double. Very nice to see someone make something with my engine | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Fri Feb 15, 2008 2:52 am | |
| * Update *
The engine is now at v0.06. View the first post for changes & download. | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Fri Feb 15, 2008 2:46 pm | |
| NICE! Phantom, you really have skill... Those gravity lifts work great! They dont look like Halo's, but I can do that TY TY TY SO MUCH FOR THIS ENGINE! ( ) ok, well, really nice job, cant wait to see the next version | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Fri Feb 15, 2008 9:57 pm | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Sat Feb 16, 2008 7:53 pm | |
| Hm I get stuck when I go off the grav lift and hit a wall... It happened only sometimes though | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Sat Feb 16, 2008 8:00 pm | |
| - Guilty Sparks wrote:
- Hm I get stuck when I go off the grav lift and hit a wall... It happened only sometimes though
Yeah I noticed the problem too. I'm going to look for a solution. - edit -I've tried some stuff and I can't seem to encounter the problem myself. Show me the in the level editor where it happens so I can reconstuct the problem. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Sun Feb 17, 2008 1:57 am | |
| I've just discovered a new speed technique. Who the hell needs d3d_model_wall anyway?! I'll write up my own, way faster! | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
| Subject: Re: Phantom Engine - Currently v0.06 Sun Feb 17, 2008 3:24 am | |
| hey, when do you think v7 will come out? Im really excited... (but if you wont have a weapon system and bots, then mabey you should wait, instead of trying to get it in fast) | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Sun Feb 17, 2008 1:27 pm | |
| - slayer64 wrote:
- Phantom107 wrote:
- I've just discovered a new speed technique. Who the hell needs d3d_model_wall anyway?! I'll write up my own, way faster!
you must be using primitives then? thats great cuz then you can UV map things. this wall allow you to make grass on the top of your walls. like this.
Yes I am. It gives a lot of freedom. I'll give the option to set the xtex1, ytex1, xtex2 and ytex2 arguments so you can easily set texture coordinates. (the normal d3d_model_wall cannot do this) Unfortunately I cannot guarantee anything, because I'm messing DirectX up real bad. | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 19, 2008 1:31 am | |
| how are you messing up DirectX? can that be done with game maker? | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 19, 2008 2:04 am | |
| Oh yeah. If you're messing with primitives things can go veeeery wrong. Don't worry though - everything will go back to normal when you close the exe and go back to gamemaker.
Fortunately I got my primitive drawing system to work without harming anything. | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 19, 2008 3:21 am | |
| oh good. are you going to make a game with your own engine? | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Tue Feb 19, 2008 10:11 am | |
| Yes. When I've finished v0.07, I'm going to make a big UT-like game with it. I'm going to use everything in my power to make this the best FPS game ever seen in GM. | |
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slayer64 Heavy Poster
Posts : 143 Join date : 2008-01-05
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 20, 2008 5:13 am | |
| sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet. unreal 3 can punch your balls off. | |
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Phantom107 Admin
Posts : 206 Join date : 2008-01-03 Location : The Netherlands
| Subject: Re: Phantom Engine - Currently v0.06 Wed Feb 20, 2008 1:05 pm | |
| Don't expect it to be like Unreal Tourment 3 I'm aiming for the best FPS in Gamemaker | |
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Guilty Sparks Heavy Poster
Posts : 154 Join date : 2008-01-05 Location : USA East Coast
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| Phantom Engine - Currently v0.06 | |
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