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  Code Red Games :: View topic - v1.3 Source Code Update Now Available!
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v1.3 Source Code Update Now Available!
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darkzim
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Joined: Apr 30, 2005
Posts: 112
Location: Detroit, MI

PostPosted: Thu Jun 30, 2005 12:02 am    Post subject: Reply with quote

Very Happy Awesome! Thanks Vaughan!
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Allmight
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Joined: Mar 13, 2005
Posts: 73
Location: Stockholm, SWEDEN

PostPosted: Thu Jun 30, 2005 12:20 am    Post subject: Reply with quote

Super. I like the installer idea and using a password from the book for download. so both thumbs up Very Happy

// Allmight
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darkzim
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Joined: Apr 30, 2005
Posts: 112
Location: Detroit, MI

PostPosted: Thu Sep 15, 2005 5:35 am    Post subject: Reply with quote

You should put the news on the front page. I might have missed this Smile
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Mickael
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Joined: Nov 29, 2005
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PostPosted: Sun Dec 11, 2005 10:38 pm    Post subject: Reply with quote

It's possible to know the change code / add code ?

Thanks
Mickael
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dioniguerra
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Joined: Dec 06, 2005
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PostPosted: Wed May 10, 2006 9:43 am    Post subject: Reply with quote

I just went through the updated code...great work!Thanks
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cedmonson
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Joined: May 10, 2006
Posts: 1

PostPosted: Thu May 11, 2006 9:37 am    Post subject: C# code updated to match V1.3? Reply with quote

Quick question: Does the C# port match the code changes in 1.3 (optimizations, etc)?
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Mudface
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Joined: Oct 23, 2005
Posts: 7

PostPosted: Fri May 12, 2006 1:44 am    Post subject: Reply with quote

Thank you for the patch =D nice work as ever!
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piropiro
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Joined: Feb 20, 2006
Posts: 14

PostPosted: Sat May 13, 2006 1:25 am    Post subject: Reply with quote

where can i find whether my books are first print or second print.
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dioniguerra
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PostPosted: Wed May 17, 2006 4:12 am    Post subject: Reply with quote

Just a quick note on the new updates.

When running the game I only got one single material type that made the sound step i.e. just the grass material sound even if you were running on pavement.

The original code was in the RecursiveSceneRayCheck function

Code:

// Check the face in this leaf
for( unsigned long f = 0; f < leaf->totalFaces; f++ )
{
// Skip this face if its material is set to ignore rays
if( m_faces[ leaf->faces[f] ].renderCache->GetMaterial()->GetIgnoreRay() == true )
   continue;

//...


Replace it with the following to get thesounds working for all materials

Code:

// Check the face in this leaf
for( unsigned long f = 0; f < m_totalFaces; f++ )
{
// Skip this face if its material is set to ignore rays
if( m_faces[f].renderCache->GetMaterial()->GetIgnoreRay() == true )
   continue;

//...


I hope thats OK;

Thanks

D--
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piropiro
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PostPosted: Sat May 20, 2006 7:18 am    Post subject: Reply with quote

Excuse me.
Could anyone teach to me?
Where can i find whether my books are first print or second print?
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piropiro
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Joined: Feb 20, 2006
Posts: 14

PostPosted: Wed May 24, 2006 6:53 am    Post subject: Reply with quote

I could find it.
thank you Vaughan.
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Zach
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Joined: Jun 28, 2006
Posts: 2

PostPosted: Wed Jun 28, 2006 7:58 pm    Post subject: Reply with quote

Vaughan wrote:
To find out if you have a 1st printing or 2nd printing, just have a look at the fine print on the inside of the second page.

Where?

I just purchased your book last week off of amazon.com, and there is no mention anywhere about it being a second printing. The thing is though that the items you marked in your Errata as being included in the second printing are, indeed, corrected in my book. Confused (I refer to the "12 April 2005" entries.)

Maybe you could cite the ISBN # for both books? or would the # be the same since it's just a second printing and not a second edition?
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EdwardM
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Joined: Oct 30, 2005
Posts: 4

PostPosted: Sat Aug 12, 2006 7:13 pm    Post subject: Reply with quote

dioniguerra wrote:
Just a quick note on the new updates.

When running the game I only got one single material type that made the sound step i.e. just the grass material sound even if you were running on pavement.

The original code was in the RecursiveSceneRayCheck function

Code:

// Check the face in this leaf
for( unsigned long f = 0; f < leaf->totalFaces; f++ )
{
// Skip this face if its material is set to ignore rays
if( m_faces[ leaf->faces[f] ].renderCache->GetMaterial()->GetIgnoreRay() == true )
   continue;

//...


Replace it with the following to get thesounds working for all materials

Code:

// Check the face in this leaf
for( unsigned long f = 0; f < m_totalFaces; f++ )
{
// Skip this face if its material is set to ignore rays
if( m_faces[f].renderCache->GetMaterial()->GetIgnoreRay() == true )
   continue;

//...


I hope thats OK;

Thanks

D--



A clean copy of 1st printing with the 1.3 update works fine except has no footsounds .... 1.2 worked fine and the footsteps worked and same in the original . With your suggestion it wont run past the first step . Are you sure you havent modified other bits to make your suggestion work ?
Has anybody actually tried the 1.3 update on the default cd code ?
Also the ingnore face script bool doesnt work now in the updated 1.3.

just curious Very Happy
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mjruggiero
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Joined: Dec 28, 2004
Posts: 38

PostPosted: Thu Oct 05, 2006 10:32 pm    Post subject: Reply with quote

EdwardM,

I just checked the game using update 1.3 and I am also getting no footstep sounds.
I was able to run it through the debugger and it looks like the material being returned is the Wall texture which has no associated footstep sounds.

I tried your fix and it crashes the app when it runs the ray intersection routine.

It appears there is a problem with the code you indicated though. Not sure what the appropriate fix should be.

Vaughan, any suggestions?
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MikeH
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Joined: Jul 03, 2006
Posts: 22
Location: The Netherlands

PostPosted: Sun Dec 17, 2006 5:48 am    Post subject: Reply with quote

No fix for the foostep sound yet ?

edit

No code fixes found on the forum but it can be fixed by another directx version:

From the FOOTSTEP PROBLEM topic
Quote:
I posted in the 1.3 update thread about this same thing . Worked fine on earlier versions etc .


EDIT I solved it by using DXSDK April 2005 instead of Oct 2004

not sure if it will work for you .



otozkoparan
--------------------------------------------------------------------------------

yes it was working with 2005 sdk and with 1.3 update

but I installed 2006 summer SDK and there is no sound!

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