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Zatikon is back and free to play! https://www.chroniclogic.com/zatikon.htm

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Messages - Jonathan_NL

#436
General Discussion / Linux and OSX beta version
July 20, 2004, 02:39:23 PM
It's tuesday in both time zones, but still nothing. http://www.pontifex2.com/iB_html/non-cgi/emoticons/rock.gif" border="0" valign="absmiddle" alt='???'>
If you're sure it's sent, you can ask me for my Gmail or Hotmail account in a PM (but why not use it instead of e-mail in that case?).

@Graeme43: For BCS you should also send your order info. You can find a thread in the BCS General forum.
#437
General Discussion / Linux and OSX beta version
July 20, 2004, 03:01:28 AM
@Josiah: I thought you meant Gish because you posted it here.

Quote (Graeme43 @ July 20 2004,2:04)
I've checked my mail that much, its stopped letting me for a while http://www.pontifex2.com/iB_html/non-cgi/emoticons/rock.gif" border="0" valign="absmiddle" alt='???'> http://www.pontifex2.com/iB_html/non-cgi/emoticons/laugh.gif" border="0" valign="absmiddle" alt=':laugh:'>

I simply set it to check every minute and play a short sound when new mail arrives, and at the moment another ("You have mail from Chronic Logic!", spoken by OS X's speech engine*) for mail from CL (you know why).

Hope my Raden 9200 32Mb is enough for BCS and Gish  http://www.pontifex2.com/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('>
You mean a mobility radeon 9200 in an iBook? It should be fast enough, and in case VRAM is an issue (probably not) you can use low-res textures.

I have a mobility radeon 9600 with 64 MB in a PowerBook, which has never been too slow for anything until now. Even at 1280x854x32 it's outperforming a desktop (Windows) PC with a radeon 9600 with 256 MB (yes, latest ATi drivers, with OpenGL support) at 1024x768x16 (even moer at x32). There's only one case in which they perform about equal: when I run http://www.x-plane.com/" target="_blank">X-Plane (demo...) at 'extreme res!' textures setting (1280x854x32 vs. 1024x768x32) with all the textures loaded simultaneously, requiring over 200 MB VRAM. Most of the textures are shown (yes, including the highest detail mipmap) frequently, so it's not that 150 MB just sits swapped in RAM.
I don't know how it does that, but it certainly does. http://www.pontifex2.com/iB_html/non-cgi/emoticons/cool.gif" border="0" valign="absmiddle" alt=':cool:'>

Oh, wait, I'm accidently telling Macs are faster, also at games (which is true!).

*Just run "say this -o output.aiff" or "say -f input.txt output.aiff" on the command line. If you want, you can specify the voice with the -v option.
#438
General Discussion / Beat My Score
July 20, 2004, 02:52:08 PM
I almost did it the first time I found that warp zone. I wanted to fall down on the exit tube, but I fell through it, right into the exit area. http://www.pontifex2.com/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('>

I'll come back here with a better score sometime.
#439
- The ability to change physical properties of stuff, including the environment, probably with an additional high-score list for collection levels. I think it should be an unlockable mode, and possible in vs. when at least one player has unlocked it.
- Over the internet would cause too many 'lag', especially for Gish. Over a LAN would be possible, I think. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#440
General Discussion / Thoughts of a new player
July 17, 2004, 09:06:46 PM
Easy - Same level
Medium - Same chapter
Hard - The sewer!
#441
150640

I'll try to beat that 210k once I have found everything. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#442
BCS Support / Higher Resolution Support
February 04, 2005, 05:17:07 PM
You could hack the config file; BCS doesn't mind. I might write a little Java program to do this (with emphasis on might). The only problem is that things are still rendered at 4/3 aspect ratio (so it gets stretched). I suggested real support for any resolution a while ago, I hope they didn't forget...
#443
BCS Support / Help on custom objects
September 17, 2004, 09:03:21 PM
Anything is better than nothing, even though the format is so simple. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>

I now found what the 500000 is. It is the weight of the steam loc. At least all my bridges crashed when the steam loc hit them with float 0x60 set it to 50000000.

Edit: http://home.filternet.nl/~eo000199/jonathan/bridgebuilders/bcs/sailboat.png" target="_blank">sailboat?!?
#444
BCS Support / Help on custom objects
September 17, 2004, 02:41:05 AM
Haven't done much with pfp - doesn't look interesting to me.

http://home.filternet.nl/~eo000199/jonathan/bridgebuilders/hatchbck.tiff.bz2" target="_blank">The result of one of my pfo experiments
It's a bzip2 compressed uncompressed TIFF, because PNG is about 5 times as large (FIVE TIMES AS LARGE) and even JPEG of reasonable quality is bigger.
#445
BCS Support / Help on custom objects
September 14, 2004, 10:35:26 AM
Well, it isn't that hard to see that 04 00 00 00 represents an LSB first integer 4, and that 00 00 e0 bf is probably a float. Edit: And if you have minimal knowledge about OpenGL you'll recognize the structure.

Btw, my hexeditor has some nice features, including swapping and displaying the selected byte(s) like "1234" for int types (from char to long), and "12.34" for float types (float and double). It doesn't transform 9d 0c 00 00 in gish.his to 1:04.58 though. http://www.pontifex2.com/iB_html/non-cgi/emoticons/laugh.gif" border="0" valign="absmiddle" alt=':laugh:'>

Now only pfp (pontifex properties?) is left. I think they refer to several pfos with relative locations and tell BCS how to use the final object. But I can't confirm anything about them yet... (I didn't look at them)

Edit: hmmm... they're all filled with 50 floats. They go as low as -2.0 and as high as 500000.0, and that's just the first file I looked at. Now I'm going to find some logic... at least to find how car bodies and wheels are put together, if not hard-coded.
#446
BCS Support / Help on custom objects
September 12, 2004, 09:51:19 PM
Haven't been busy with it for a while... but this is pfo (all LSB first):
Code Sample
int number_locationsinspace;
float[number_locationsinspace][3];
int number_pointsinspace;
int pointsinspace[number_pointsinspace][3];
float texturelocations[number_pointsinspace][3][2];

Edit: made a few corrections... but below everything was OK.

So here is track.pfo decoded to something readable by human: http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
Code Sample
4 // locations in space
-1.75 0.0  2.5 // 0
1.75 0.0  2.5 // 1
1.75 0.0 -2.5 // 2
-1.75 0.0 -2.5 // 3

2 // triangles
1 0 3 // 1.75 0.0 2.5  -1.75 0.0  2.5  -1.75 0.0 -2.5
1 3 2 // 1.75 0.0 2.5  -1.75 0.0 -2.5   1.75 0.0 -2.5

// texture locations for each triangle
1.0 1.0  0.0 1.0  0.0 0.0
1.0 1.0  0.0 0.0  1.0 0.0

// final triangles: x y z u v for each point... you can't easily get smooth shading with this data
// 1.75 0.0 2.5 1.0 1.0  -1.75 0.0  2.5 0.0 1.0  -1.75 0.0 -2.5 0.0 0.0
// 1.75 0.0 2.5 1.0 1.0  -1.75 0.0 -2.5 0.0 0.0   1.75 0.0 -2.5 1.0 0.0

The texture used for object/*.pfo is texture[low]/*.tga.

Alex/Josiah, can you set the font-family of #CODE in /iB_html/non-cgi/Skin/Default/ikonboard.css to monospace, and add white-space:pre; to it? Then you'll get a fixed-width font (the one the user chose in the browser's preferences) and preserved whitespace.

Now I have seen the stylesheet I know it can be improved further... I'll post it in the miscellaneous forum when done.
#447
BCS Support / Help on custom objects
September 10, 2004, 09:14:19 PM
Okay... the first int is the number of vertices-1. The following floats are the vertices itself in meters. For track.pfo, on the bridge positive (assuming you're in front of it) is (right, up, away from you), but (left, up, closer to you) on the ground, and they're not visible at all in shadows and reflections (I think that's intentionally).
#448
BCS Support / Help on custom objects
September 10, 2004, 08:45:19 PM
I want to try to create custom objects (vehicles and props). The files are binary, they're full of floats, and I can find some logic in track.pfo, but I don't really get anywhere.

If I figure out something in the meantime, I'll post it here.
#449
BCS General / Changes in next patch?
January 09, 2005, 01:17:21 AM
I'm curious about the changes in the next patch. Some points of my interest:

- Did you figure out anything about the sometimes not working reflections?
- GL_LINEAR_MIPMAP_LINEAR
- FSAA/AF settings
- Textured editing grid. If you use two one-dimensional layers you get higher quality than with AF (if it's enabled it doesn't even do anything) and you save VRAM.
- 80m invisible border
#450
BCS General / How do you flip screenshots?
November 30, 2004, 06:21:48 AM
Just wondering how you do it... I just 'invented' this:
Code Sample
char *row = malloc(width*3);
for(y=0; y<height/2; y++) {
memcpy(row, pix+y*width*3, width*3);
memcpy(pix+y*width*3, pix+(height-y-1)*width*3, width*3);
memcpy(pix+(height-y-1)*width*3, row, width*3);
}
free(row);

It can probably be done faster (after edit I'm not sure), but hey, it works, I made it in 3 seconds or so and it doesn't use much RAM. :-)

Another edit: you can also write the lines in opposite order of course. Not sure how fast that is...