GfK
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GfKParticipantAthlon64 X2 5000+, 2GB RAM, Windows 7, GeForce 8500GT 512MB.
GfKParticipantBTW: Your forum is hosed in Google Chrome! The whole forum seems to be hidden in some sort of frame, with no scroll bars! Took me ages to figure out how to scroll down.
GfKParticipantHmm… it says you replied to this but I don’t see the reply?
Anyway, just been playing with TFX again and yep, I can reproduce it 10/10.
First create an effect with an emitter. Assign a shape if you want, any will do. Then give it some velocity and set velocity over time to 1 so the particle is actually moving. Next, set the amount of particles to 20 or so. THIS DOES NOT CAUSE THE BUG – it just helps you to see the effect.
Next, go into the Particle tab and right click the color bar near the right hand side. Add a new color – I chose yellow. You’ll observe that as soon as you do this, the particles stop moving.
April 3, 2011 at 11:15 am in reply to: First time using Timeline FX in a while – got some problems #4125
GfKParticipantYep that sorted it, thanks!
March 31, 2011 at 9:52 pm in reply to: First time using Timeline FX in a while – got some problems #4146
GfKParticipantAny ETA on this being fixed? Or can you point me in the right direction to remove the debug stuff myself?
Ta!
February 6, 2011 at 5:16 pm in reply to: First time using Timeline FX in a while – got some problems #3920
GfKParticipantNever mind on the speed thing – rebuilt mods and it seems fairly normal now.
Still got the debuglog thing, though!
GfKParticipantThanks for this. Works perfectly now. 😀
GfKParticipantThanks! I’ll give that a crack first thing tomorrow! 😀
GfKParticipantJust had a read of that forum – there seems to be a lot of problems with his module (including a worrying memory leak – especially as one of my testers reported a nasty memory leak yesterday which I’ve still to look into) and no word on whether any of it has ever been fixed. Have you ever thought of writing a bespoke file format for .eff files? That way you have full control over it.
I did a bit of prototyping recently and found that its easily possible to save a load of files (regardless of their format) in a single file, then include an index which stores the start position and length of each section of data. Granted I didn’t test it with incbin, but there’s no reason why it shouldn’t work as it was all based on LoadBank. I got a crude example working in under 20 minutes.
GfKParticipantGood news. Thanks!
GfKParticipantPete
I remember something from ages ago about GrabPixmap not working properly on certain hardware and the general consensus was that use of it should be avoided wherever possible. I remember because I rewrote a large portion of code for Magicville because of it. I ended up doing all my drawing directly to pixmaps rather than drawing everything to the backbuffer then using GrabPixmap.
I remember there being something about calling GrabPixmap twice would work around it (possibly?) but I can’t verify whether that actually works or not as it worked on my hardware anyway.
GfKParticipantWorks much better on my intel rig now. Only thing that doesn’t work, is Paint Mode – after I use that I get squares around every sprite like before. But I’m not bothered about that as I don’t use Paint Mode anyway.
🙂
GfKParticipantYeah, maybe that’d work. Might be worth mentioning that I get the above effect in (and after using) paint mode, even when the app has not been minimised.
Either way, whatever happens when I turn paint mode on, is kicking the preview window back into life.
GfKParticipantHmm, this is interesting. I enabled “paint mode”, and things started drawing again, but with squares around every particle. Even when I turned paint mode off again, the squares remained.
See attached.
GfKParticipantDownloading now…
[edit] The graph tab now works fine, as does the preview window. After minimising the app, though, the preview window stops working. Its just grey. 🙁 The particle counter at the bottom is still fluctuating as if particles are being drawn somewhere.
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