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Thread: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

  1. #121

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    I figured out what halo was missing. Totally fixed. Beta coming out tomorrow.

    NEED A DISPENSER HERE

    Farting bubbles.


    Oh and if anyones interested here is the big list at the top of the engine class containing everything left to do:
    /** This is the big scary fucking list of doom, things that need to get DONE **/

    //TODO: OPTIMIZE FUCKING EVERYTHING, ESPECIALLY SHADERS

    //TODO: HUGE TODO SO TODO AGAIN BITCH. UNIFY ALL TAG READING WITH .TRIM() and WITH SIMILAR SYNTAX. ROIT PLZ

    //TODO: EVENT SCRIPTIN LANGUAGE

    //TODO: I generally dislike the static camera properties tran and rot. Maybe redo that shiz.

    //TODO: standardize making copies of location values and what not to the constructor of the recieving object. I dont like objects pointing at the same location value. Bad shit happens.

    //TODO: MODEL LODS FFS YOU FUCKING PLEB

    //TODO: LONG DISTANCE CULLING BECAUSE NIGGER

    //TODO: CLEAN UP THE FRUSTRUM FOR SHADOW MAPS, SHIT IS A LITTLE OFF AND THE RADIUS TENDS TO CLIP THE EDGES OF THE DEPTH MAP OCCASIONALLY

    //TODO: complete all stub unloading files code. (any super class with a method called unload() )

    //TODO: make things private that don't need to be public mb mb mb mb mb (EASY)

    //TODO: add rotation and rotation animation support to shader texture calls (FUCK MY DICK) this will require me to go through and add 2 new values to EVERY SINGLE FUCKING texture<> call in EVERY SINGLE FUCKING shader tag in the game.

    //TODO: SPIRTES I THINK MAYBE

    //TODO: CUBEMAPS I THINK MAYBE

    //TODO: OPTIONAL STATIC LIGHTMAPS W/ BLENDING INTO CSM. BUT MOST LIKELY NOT EVER

    //TODO: CREATE DUMMY AI THAT JUST SORT OF EXSISTS BUT HAS NO REAL FUNCTION. A STUB OF AI FOR PEOPLE TO HAVE SEX WITH. WILL STRUCTURE SIMILAR TO PLAYER CLASS INTERACTIONS WITH GAME ACTORS

    //TODO: UI TEXT RENDERING NEEDS A TRUE LIBRARY THAT USES REAL FONTS. CURRENT ONE IS A BAD JOKE

    //TODO: DISTANCE BASED FOG FOR BETTER SKYLINES AND FOR GENERAL FOG STUFF LIKE RAIN AND SNOW (EASY)

    //TODO: EITHER RESEARCH AND CODE MY OWN RIGID BODY PHYSICS OR USE JBULLET3D (HARD AS MY DICK WHEN I SEE DARKS SOULS 2)

    //TODO: GRAPHICS SETTINGS, NEED THOSE. WILL JUST HAVE FLAGS FOR DIFFERENT QUALITIES THAT CAUSE SHADER TO USE LESS NICE CODE (LIKE USING VERTEX SHADING n SHIT) AND LESS SHADOWS OR NO SHADOWS N SHIT

    //TODO: AND OF COURSE! FINISH EVERY OTHER TODO THAT IS SCATTERED THROUGHOUT ALL THE REST OF THE CODE. GG SCRUB GET GOOD NO RE 420 BLAZEIT
    Last edited by Not Inferno; June 27th, 2013 at 11:34 PM.
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  2. #122
    Senior Member Rentafence's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    The fuck is this gaylo
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  3. #123
    j͆ͪ͟c̓̊͜a̎ͨ̈́ͧṗ̵ ̏ͭ̃sͪ̊͊̒͌̒̏t͗͗ͩͮo̧̊̒̎̽̇̌̋ṗ̸ͪ͑ͩ̐ InnerGoat's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    rentafence please don't be rude this is obviously the pokemon mmo we all wanted



    make more
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  4. #124

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    So I just wrote the interpretor and "compiler" for 12D's scripting language. It's based on lisp similar to halos. What kind of scripting functions do you guys want to see?

    Note that the "all" can be set as "client" or "server". Meaning you can have scripts that run soley on client or on server side. All means both ofc.

    As for the format here is the script I wrote as a test:
    Code:
    (var boolean test_boolean false)
    (var boolean test_boolean2 true)
    (var int test_int 0)
    (var int test_int2 125)
    (var int test_int3 -10020)
    (var float test_float 0)
    (var float test_float2 0.01)
    (var float test_float3 5219.12)
    (var string test_string "string")
    (var string test_string2 "ass twats")
    (var string test_string3 "42")
    
    (script all dormant "test dormant script"
        (if test_boolean 
            (begin 
                (log "test boolean is true")
            )
            (begin 
                (log "test boolean is false")
            )
        )
    )
    
    (script all initial "test initial script"
        (if (<= test_int 5)
            (begin 
                (log "test int is less than 5")
            )
        )
        (log "now we are here")
        (log "and then here")
        (kawaii "uguu" (get haruhi kyon))
        (sleep 300)
        (log "and finally here")
        (play)
    )
    
    (script all continuous "test continuous script"
        (sleep 900)
        (log "continous script is still continuing")
    )
    And here is the compiler debug output showing the script converted to a tree structure for me to execute it:

    ------------RAW SCRIPT-----------
    (var boolean test_boolean false)
    (var boolean test_boolean2 true)
    (var int test_int 0)
    (var int test_int2 125)
    (var int test_int3 -10020)
    (var float test_float 0)
    (var float test_float2 0.01)
    (var float test_float3 5219.12)
    (var string test_string "string")
    (var string test_string2 "ass twats")
    (var string test_string3 "42")
    (script all dormant "test dormant script"(if test_boolean(begin(log "test boolean is true"))(begin(log "test boolean is false"))))
    (script all initial "test initial script"(if (<= test_int 5)(begin(log "test int is less than 5")))(log "now we are here")(log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    (script all continuous "test continuous script"(sleep 900)(log "continous script is still continuing"))
    ------------END-----------
    ---------Variables----------
    test_boolean = false
    test_boolean2 = true
    test_int = 0
    test_int2 = 125
    test_int3 = -10020
    test_float = 0.0
    test_float2 = 0.01
    test_float3 = 5219.12
    test_string = string
    test_string2 = ass twats
    test_string3 = 42
    ---------END----------
    --------------BEGIN-----------------
    --------------Iteration:0-----------------
    (script all dormant "test dormant script"(if test_boolean(begin || (log "test boolean is true") || )(begin(log "test boolean is false"))))
    --------------Iteration:1-----------------
    (script all dormant "test dormant script"(if test_boolean || (begin <0> ) || (begin(log "test boolean is false"))))
    --------------Iteration:2-----------------
    (script all dormant "test dormant script"(if test_boolean <1> (begin || (log "test boolean is false") || )))
    --------------Iteration:3-----------------
    (script all dormant "test dormant script"(if test_boolean <1> || (begin <2> ) || ))
    --------------Iteration:4-----------------
    (script all dormant "test dormant script" || (if test_boolean <1> <3> ) || )
    --------------DONE-----------------
    (script all dormant "test dormant script" <4> )
    --------------END-----------------
    --------------BEGIN-----------------
    --------------Iteration:0-----------------
    (script all initial "test initial script"(if || (<= test_int 5) || (begin(log "test int is less than 5")))(log "now we are here")(log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:1-----------------
    (script all initial "test initial script"(if <0> (begin || (log "test int is less than 5") || ))(log "now we are here")(log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:2-----------------
    (script all initial "test initial script"(if <0> || (begin <1> ) || )(log "now we are here")(log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:3-----------------
    (script all initial "test initial script" || (if <0> <2> ) || (log "now we are here")(log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:4-----------------
    (script all initial "test initial script" <3> || (log "now we are here") || (log "and then here")(kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:5-----------------
    (script all initial "test initial script" <3> <4> || (log "and then here") || (kawaii "uguu" (get haruhi kyon))(sleep 300)(log "and finally here")(play))
    --------------Iteration:6-----------------
    (script all initial "test initial script" <3> <4> <5> (kawaii "uguu" || (get haruhi kyon) || )(sleep 300)(log "and finally here")(play))
    --------------Iteration:7-----------------
    (script all initial "test initial script" <3> <4> <5> || (kawaii "uguu" <6> ) || (sleep 300)(log "and finally here")(play))
    --------------Iteration:8-----------------
    (script all initial "test initial script" <3> <4> <5> <7> || (sleep 300) || (log "and finally here")(play))
    --------------Iteration:9-----------------
    (script all initial "test initial script" <3> <4> <5> <7> <8> || (log "and finally here") || (play))
    --------------Iteration:10-----------------
    (script all initial "test initial script" <3> <4> <5> <7> <8> <9> || (play) || )
    --------------DONE-----------------
    (script all initial "test initial script" <3> <4> <5> <7> <8> <9> <10> )
    --------------END-----------------
    --------------BEGIN-----------------
    --------------Iteration:0-----------------
    (script all continuous "test continuous script" || (sleep 900) || (log "continous script is still continuing"))
    --------------Iteration:1-----------------
    (script all continuous "test continuous script" <0> || (log "continous script is still continuing") || )
    --------------DONE-----------------
    (script all continuous "test continuous script" <0> <1> )
    --------------END-----------------
    -----------FINAL SCRIPTS-----------
    == test dormant script
    - (script all dormant "test dormant script" <4> )
    -- Script Call ID#4 Src: (if <-1> <1> <3>)
    --- Script Call ID#-1 Src: test_boolean
    --- Script Call ID#1 Src: (begin <0>)
    ---- Script Call ID#0 Src: (log <-1>)
    ----- Script Call ID#-1 Src: test boolean is true
    --- Script Call ID#3 Src: (begin <2>)
    ---- Script Call ID#2 Src: (log <-1>)
    ----- Script Call ID#-1 Src: test boolean is false

    == test initial script
    - (script all initial "test initial script" <3> <4> <5> <7> <8> <9> <10> )
    -- Script Call ID#3 Src: (if <0> <2>)
    --- Script Call ID#0 Src: (<= <-1> <-2>)
    ---- Script Call ID#-1 Src: test_int
    ---- Script Call ID#-2 Src: 5
    --- Script Call ID#2 Src: (begin <1>)
    ---- Script Call ID#1 Src: (log <-1>)
    ----- Script Call ID#-1 Src: test int is less than 5
    -- Script Call ID#4 Src: (log <-1>)
    --- Script Call ID#-1 Src: now we are here
    -- Script Call ID#5 Src: (log <-1>)
    --- Script Call ID#-1 Src: and then here
    -- Script Call ID#7 Src: (kawaii <-1> <6>)
    --- Script Call ID#-1 Src: uguu
    --- Script Call ID#6 Src: (get <-1> <-2>)
    ---- Script Call ID#-1 Src: haruhi
    ---- Script Call ID#-2 Src: kyon
    -- Script Call ID#8 Src: (sleep <-1>)
    --- Script Call ID#-1 Src: 300
    -- Script Call ID#9 Src: (log <-1>)
    --- Script Call ID#-1 Src: and finally here
    -- Script Call ID#10 Src: (play)

    == test continuous script
    - (script all continuous "test continuous script" <0> <1> )
    -- Script Call ID#0 Src: (sleep <-1>)
    --- Script Call ID#-1 Src: 900
    -- Script Call ID#1 Src: (log <-1>)
    --- Script Call ID#-1 Src: continous script is still continuing

    -----------END-----------


    I'm feeling exceptionally right now after making all of that code work.

    The important parts are the interation, which show how I break the code. And the last section showing the script call trees.
    A positive script call id is a function, a negative script call id is a constant or a variable. Just a heads up.
    Last edited by Not Inferno; June 28th, 2013 at 11:27 PM.
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  5. #125
    a bit of the old in-out Roostervier's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    i thought there was supposed to be a beta yesterday??
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  6. #126

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by Roostervier View Post
    i thought there was supposed to be a beta yesterday??
    It's only available if you aren't a casul fagot.
    So only GiantDad gets to play.

    (I thought I was being sarcastic enough before)
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  7. #127
    Senior Member Rentafence's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    will this support dynamic static render mapping for high ambient raytraced normal occlusion vectoring
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  8. #128
    Senior Member Patrickssj6's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    no, but it will support gfwl
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  9. #129
    Kid in the Hall Kornman00's Avatar
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    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    And is Win8 only (MS just bought Oracle friday, and thus Java, and is now making Java Win8 only as a means to kill it off, ensuring .NET reigns supreme, cause it already does)
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  10. #130

    Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,

    Quote Originally Posted by rentafence
    will this support dynamic static render mapping for high ambient raytraced normal occlusion vectoring

    No but it will have next gen fish AI.

    Quote Originally Posted by Kornman00 View Post
    And is Win8 only (MS just bought Oracle friday, and thus Java, and is now making Java Win8 only as a means to kill it off, ensuring .NET reigns supreme, cause it already does)
    Link to news article about it?

    .NET is awful.
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