[ARCHIVE] Road to Live Release

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Step thru and breakpoints sort of working, but it seems to skip primitives sometimes.
 
These buttons really don't fit in here, but I suppose you just needed a quick and dirty way to test the feature, without having to care about the design.

It's a nice feature though.
 
Yep, buttons are placeholder. As you can see the behaviours all come from the aptly named iff "filename" too.
 
Yes, those buttons can be found in edith, but in object debug window, also what i think dont fit is the button layout..
 
Still a placeholder... Don't see why I have to say things more than once all the time..

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Got the PropertyGrid to do my bidding. Small problem with the view flipping back to the previous value on edit, since it queues a change to happen on the game thread.
 
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Much stabler now (also can pause any time after you click go). Build shortly. Remember to boot using FSO.IDE, right click primitives to breakpoint, and when the breakpoint is hit the tracer will open for that object. There are small bugs with operand editing when using the tracer, can be fixed by cycling the stack frame you are on.
 
Wow - Rhys and Darren you guys are truly A-M-A-Z-I-N-G! Love it!! :D :D
One question though - on the Chat - and I could be wrong... but when we send a chat message in the box, should it not be OUR name that shows up with the message and their name with theirs? o_O i.e. "I send message [Tori] Hello (other person) [Darren] Hello" - Makes more sense to me that's all LOL :D
 
Wow - Rhys and Darren you guys are truly A-M-A-Z-I-N-G! Love it!! :D :D
One question though - on the Chat - and I could be wrong... but when we send a chat message in the box, should it not be OUR name that shows up with the message and their name with theirs? o_O i.e. "I send message [Tori] Hello (other person) [Darren] Hello" - Makes more sense to me that's all LOL :D
That's how it's working in the gfycat... Bob is the left window.
 
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Working on lighting right now, right now everything is reading from room 0 (outside) and the lighting colour is a bit extreme (and sunrise/set last too long). I'm using a 256x256 texture for the room ambient light colours, which should be filled with colours computed from the room lighting contribution.

The colour will depend on the area scaled contribution from windows (multiple of outdoors colour) and the contribution from lamps (multiple of solid white), where both cap at white. Diagonals won't display correctly for a while though, til I define how rooms split over them. Forward/deferred shading on objects and walls will be implemented at a different date, probably after some kind of experimentation.
 
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Working on lighting right now, right now everything is reading from room 0 (outside) and the lighting colour is a bit extreme (and sunrise/set last too long). I'm using a 256x256 texture for the room ambient light colours, which should be filled with colours computed from the room lighting contribution.

The colour will depend on the area scaled contribution from windows (multiple of outdoors colour) and the contribution from lamps (multiple of solid white), where both cap at white. Diagonals won't display correctly for a while though, til I define how rooms split over them. Forward/deferred shading on objects and walls will be implemented at a different date, probably after some kind of experimentation.
Nice Work :D
 
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Now it's possible to know when it's night and everything! Lights should follow you into rooms you enter, but the TSO update value for this has been tweaked to be surprisingly infrequent. Will upload changes after some cleanups and implementation for the sim.
 
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