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darkzim Lieutenant


Joined: Apr 30, 2005 Posts: 112 Location: Detroit, MI
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Posted: Thu Jun 30, 2005 12:02 am Post subject: |
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Awesome! Thanks Vaughan! |
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Allmight Lieutenant


Joined: Mar 13, 2005 Posts: 73 Location: Stockholm, SWEDEN
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Posted: Thu Jun 30, 2005 12:20 am Post subject: |
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Super. I like the installer idea and using a password from the book for download. so both thumbs up
// Allmight |
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darkzim Lieutenant


Joined: Apr 30, 2005 Posts: 112 Location: Detroit, MI
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Posted: Thu Sep 15, 2005 5:35 am Post subject: |
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You should put the news on the front page. I might have missed this  |
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Mickael Corporal


Joined: Nov 29, 2005 Posts: 15
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Posted: Sun Dec 11, 2005 10:38 pm Post subject: |
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It's possible to know the change code / add code ?
Thanks
Mickael |
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dioniguerra Sergeant


Joined: Dec 06, 2005 Posts: 55 Location: UK
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Posted: Wed May 10, 2006 9:43 am Post subject: |
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| I just went through the updated code...great work!Thanks |
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cedmonson Private

Joined: May 10, 2006 Posts: 1
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Posted: Thu May 11, 2006 9:37 am Post subject: C# code updated to match V1.3? |
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| Quick question: Does the C# port match the code changes in 1.3 (optimizations, etc)? |
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Mudface Private

Joined: Oct 23, 2005 Posts: 7
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Posted: Fri May 12, 2006 1:44 am Post subject: |
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| Thank you for the patch =D nice work as ever! |
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piropiro Private

Joined: Feb 20, 2006 Posts: 14
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Posted: Sat May 13, 2006 1:25 am Post subject: |
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| where can i find whether my books are first print or second print. |
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dioniguerra Sergeant


Joined: Dec 06, 2005 Posts: 55 Location: UK
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Posted: Wed May 17, 2006 4:12 am Post subject: |
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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;
//...
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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;
//...
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I hope thats OK;
Thanks
D-- |
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piropiro Private

Joined: Feb 20, 2006 Posts: 14
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Posted: Sat May 20, 2006 7:18 am Post subject: |
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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 Private

Joined: Feb 20, 2006 Posts: 14
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Posted: Wed May 24, 2006 6:53 am Post subject: |
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I could find it.
thank you Vaughan. |
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Zach Private

Joined: Jun 28, 2006 Posts: 2
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Posted: Wed Jun 28, 2006 7:58 pm Post subject: |
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| 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. (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 Private

Joined: Oct 30, 2005 Posts: 4
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Posted: Sat Aug 12, 2006 7:13 pm Post subject: |
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| 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;
//...
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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  |
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mjruggiero Sergeant


Joined: Dec 28, 2004 Posts: 38
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Posted: Thu Oct 05, 2006 10:32 pm Post subject: |
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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 Corporal


Joined: Jul 03, 2006 Posts: 22 Location: The Netherlands
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Posted: Sun Dec 17, 2006 5:48 am Post subject: |
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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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