imported_peterigz
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imported_peterigzParticipantYes you’re probably right about the cs, I think it will change it for the next update.
I thought I had fixed the create methods already in the tutorials, and they look ok to me, once ones in particular?
imported_peterigzParticipantThanks, fixed that for next update. Amazed I missed that π
imported_peterigzParticipantYeh, pre loading effects up to a certain number of frames is something I’ve had at the back of my mind a while.
Hmm, well I just gave it some thought tried a few things and now its implemented π ..so it will be in the next update which I should be able to upload tonight.
imported_peterigzParticipantCool, I’ll thought it might be something along those lines as it’s caught me out before too π
imported_peterigzParticipantTo pause a particle manager call togglepause()
MyParticleManager.TogglePause()
And just call it again to unpause it.
Maybe you can post the code where you add the effect to the particle manager, it should be something along the lines of:
local candleflame:tleffect=copyeffect(myEffectsLibrary.GetEffect("Candle Effect")
'move it to where ever it should be on sreen
candleflame.setx(50)
candleflame.sety(400)
'Add it to the particle manager
MyParticleManager.AddEffect(candleflame)
Then it’s just a case of updating and rendering the particle manager in the main loop which it sounds like you’re doing OK.
imported_peterigzParticipantThe blue hue sounds like it might be that some open gl states are not being reset since the particles were drawn. When you draw your sprites do you setcolor and setalpha before drawing them? ie.,
setcolor 255,255,255
setalpha 1
I’m not sure about the grey square in the top left as it doesn’t look like the same shape as the particles being drawn. Is it perhaps something else being drawn that you haven’t noticed before because the particles weren’t changing the open gl states at all ie., setrotation setscale etc.
Nice looking candle effect π
imported_peterigzParticipantExcellent π so it’s working OK on the Mac then? That’s good to know.
imported_peterigzParticipantOff the top of my head before I go to bed, are you using SetUpdateFrequency to set whatever the update frequency is? I wouldn’t have thought that would stop anything from being drawn though. In the doc folder of timelinefx mod is an example called tlParticleManager.bmx (rigz.mod/timelinefx.mod/doc) which is a very simple example. Try running that and see if it works. It can also be found here: http://www.rigzsoft.co.uk/index.php?option=com_content&view=article&id=24:a-simple-program&catid=5:module-help&Itemid=18 on this site in the help section.
Also just try compiling vaders and see if that runs ok on the mac. It should run ok, I can’t think of any reason why it shouldn’t.
imported_peterigzParticipantYes they’re update to date. I’ll be uploading another update tonight and I’ll start putting clearer version numbers on the downloads page π
imported_peterigzParticipantThanks for the links, I think they’ll come in handy. I was waiting a little bit before spreading the news too much just so I can get used to dealing with any support requests etc., I don’t want to overwhelm myself to much to start with, this is still a learning curve for me π . I’ll probably post some news on blitz website soon and then once I’m more confident about what I’m doing I’ll start seeing if I can spread the word a little more π
imported_peterigzParticipantYou can just install over the old one, shouldn’t be any need to register again or anything. I need to sort out a version history with all the updates now. The latest version basically fixes a bug stopping it from running on the Intel integrated cards.
imported_peterigzParticipantYay! Well, that was a very strange bug, but atleast it’s working now π
imported_peterigzParticipantSorry, a bit of an oversite by me there. In trying to fix this I realised that my versions of libxml.mod and zipengine.mod where out of date so I updated them but forgot to mention that! I’ve just uploaded a new extramods.zip with the latest versions. They should be precompiled, but build mods again if there’s any issues.
On the plus side I’m at work at the moment and just downloaded everything here and everything is working fine, so fingers crossed π
imported_peterigzParticipantI just uploaded a new version of the module, if you delete rigz.mod and just replace it with the new one and give it a try. There should be no need to recompile the modules as they’re already pre-compiled.
Very bizzarre bug. I fixed it on mine by putting:
If TStream(url)
TStream(url).Seek(0)
End If
just before it loads the image in singlesurface.bmx and this fixed it. But, then I remmed it out and tried again and it still worked – even in threaded mode. Just weird π―
Any I left it in so give it go and lets see if it works.
imported_peterigzParticipantok, the plot thickens, I just switched off threaded mode and tried to compile again but it still does it… will investigate, but at least I have the same problem here now, should be easier to find out exactly what’s going on…
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