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Messages - Jonathan_NL

#391
I got 38.8 http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>

Edit: In the full version it is collection level 20?
#392
Gish uses targa.tga textures, not jpeg.jpg.

Everything in my example is just vertices and keywords declaring them and a few other things (like shading). You have probably noticed x y z x y. The first x y z are the coordinates in 3D space, and the second x y the coordinates of a place on the texture. Everything is in triangles, but the format of my example also accepts other shapes. It does that like this:
http://home.filternet.nl/~eo000199/jonathan/trianglebased.png">
The quad_strip here is the one in my example, but unfolded to 2D.

Of course it is possible to use a graphical editor, and the format I described doesn't need to be used. Btw, the BCS object format (I thought it was the format of some 3D program, ask Josiah) is binary, not really readable by human. http://www.pontifex2.com/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=':;):'>
#393
I think these are the layers:
Fixed background texture:the texture you see when you can look through all layers in front of it.
Background layer:The tile-based background.
Static interactive layer:Fixed tiles you can't go through. Used at the edges of 'walled' areas. These are lit.
Interactive layer:Gish, enemies, vehicles, moving platforms, etc. Simply where everything happens. Also lit.
Front layer:Stuff in front of you. Used for decoration (like tubes at the Sewer), to fill 'walled' areas, for some tunnels and to hide secrets.

About custom objects: I know about something that allows you to create your own objects (only graphical), with this syntax (you can use whitespace in numerous ways, but this is the cleanest without without a fixed width font and assumed tab size):
Code Sample
texture_name // the name of the texture you want to use

tri
x y z x y
x y z x y
x y z x y

shade_smooth

polygon 5
x y z x y
x y z x y
x y z x y
x y z x y
x y z x y

shade_flat

quad
x y z x y
x y z x y
x y z x y
x y z x y

quad_strip 8 // multiple quads in a row
x y z x y x y z x y
x y z x y x y z x y
x y z x y x y z x y
x y z x y x y z x y

quad_strip 10 // if you want to create the sides of a cube
-1.0 -1.0 -1.0 0.0 0.0 -1.0 1.0 -1.0 0.0 1.0
1.0 -1.0 -1.0 0.25 0.0 1.0 1.0 -1.0 0.25 1.0
1.0 -1.0 1.0 0.5 0.0 1.0 1.0 1.0 0.5 1.0
-1.0 -1.0 1.0 0.75 0.0 -1.0 1.0 1.0 0.75 1.0
-1.0 -1.0 -1.0 1.0 0.0 -1.0 1.0 -1.0 1.0 1.0 // close the 'path'

end

here nothing is parsed

note that there are many more, mostly game-specific things

If you know vertices you can probably decode this. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#394
General Discussion / Stuff I want to see in the next patch
September 02, 2004, 11:01:54 PM
First wait for the editor to experience it. It may not be as worse as you think.
#395
Thanks, Alex. But I'm still curious about the 32-bit encryption (it seems) used on the rasters (why, and what?). This is the raw data of sewer7:

http://home.filternet.nl/~eo000199/jonathan/gish/levels/sewer7.png">

I know, I'm too lazy to invert the Y-axis. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'> Maybe I'll upload a new set of PNGs in which I do.

Edit: Should have looked at http://www.pontifex2.com/cgi-bin/ikonboard.cgi?act=ST;f=27;t=45" target="_blank">Chicken1's source. After a minor endian-tweak it worked (doing this on my PowerBook. I know the PPC can work with little endian in some way, but I don't want to figure that out right now).
Code Sample
(in >> 24) + (in >> 8 & 0xFF00) + (in << 8 & 0xFF0000) + (in << 24)

Do you know something better?

Edit again: Now I know why it isn't going to be very user-friendly. http://www.pontifex2.com/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'>
Btw, the (almost un)breakable blocks of the second secret of sewer1 aren't tiles (for the ones who don't know: it's needed because they have special physical properties - very strong).
#396
General Discussion / Stuff I want to see in the next patch
September 22, 2004, 09:45:20 PM
Probably Macs as well. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
(they don't really have to code something new)
#397
I'll try to figure that out. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#398
General Discussion / Stuff I want to see in the next patch
September 20, 2004, 11:17:59 PM
Quote (Jonathan_NL @ Aug. 31 2004,5:25)
I know the PPC can work with little endian in some way

There are load/store instructions like lwbrx (load word byte-reverse indexed) and sthbrx (store half word ...) which reverse byte order while moving registers <-> main RAM, so you won't get any slowdown. But there is a catch: they don't work on the G5, and it is only possible in the assembler (or asm. Gcc's puts r0 everywhere?).
#399
Back texture:The texture you see when you can look through all layers in front of it.
Back tiles:The tile-based background.
Interactive tiles:Fixed tiles you can't go through. Used at the edges of 'walled' areas. These are lit.
Interactive objects:Gish, enemies, vehicles, moving platforms, etc. Simply where everything happens. Also lit.
Front tiles:Stuff in front of you. Used for decoration (like tubes at the Sewer), to fill 'walled' areas, for some tunnels and to hide secrets.

http://home.filternet.nl/~eo000199/jonathan/gish/layers.png">
#400
General Discussion / Game Convention in Leipzig
August 25, 2004, 11:34:55 AM
Okay, can you now finally tell us what you announced? http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#401
General Discussion / Game Convention in Leipzig
August 26, 2004, 10:21:19 AM
Congratulations! http://www.pontifex2.com/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'>

P.S. What happened with the time above your message? Now it looks like I posted this one minute later, which is certainly not true.
#402
General Discussion / Game Convention in Leipzig
August 17, 2004, 09:45:23 PM
I'm a little closer - in the Netherlands, but almost 700 km (±430 miles) is still too far. I have never been there in my flight sim (also not in reality), so I think I'll fly to Leipzig. What airplane do you recommend? http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
#403
General Discussion / Game Convention in Leipzig
August 27, 2004, 12:56:14 PM
In my time zone the date is the same.
Posted: Aug. 26 2004,12:20
Posted: Aug. 26 2004,12:21
It's probably AM/PM, which is not displayed.
#404
General Discussion / Gish on Sony PSP?
September 28, 2004, 02:12:32 AM
Are those consoles actually powerful enough to handle the physics?

And what's playing Gish on a fuzzy lowres flickering nearly 16 KHz tone emitting totally not color-correct (it might be almost completely black, or actually relatively bright gray!) television compared to playing it on a highres TFT?
#405
General Discussion / Gish on Sony PSP?
September 28, 2004, 04:29:22 PM
Quote (Spunior @ Sep. 28 2004,1:06)
Are those consoles actually powerful enough to handle the physics?

... and the CPU of that one (Emotion Engine) is a number cruncher for the required calculations. ...
Now you're talking about tuning for specific hardware... the G4 (in Macs) has a VERY powerful vector execution unit, but they don't use it.