Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-07-20 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

not sure but i'll may try

URL: https://forum.audiogames.net/post/554057/#p554057




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-07-20 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Can you post a link?

URL: https://forum.audiogames.net/post/554044/#p554044




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-07-19 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

yes I have the bgt2py

URL: https://forum.audiogames.net/post/554010/#p554010




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-07-19 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Sorry for the revival, but does anyone have these scripts still? Mainly BGT2PY, as it doesn't seem to be in the github repo that Carter has.

URL: https://forum.audiogames.net/post/553938/#p553938




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-10 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

is this key config have readme?

URL: https://forum.audiogames.net/post/518058/#p518058




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-09 Thread AudioGames . net Forum — Developers room : Jaidon Of the Caribbean via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Hi. Your second link doesn't wwork either. Ratz.

URL: https://forum.audiogames.net/post/517697/#p517697




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-09 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

thanks a lot, can you please provide example key config.cfg or whatever it is?can I for example use this config on every game?also third question is, example of how to use it in a game please, for example I have a game that space play a sound, and escape pawses it, just want to know how to use key config thereoh sorry if i'm talking too much but,is your sound pool thingy supports reverb?

URL: https://forum.audiogames.net/post/517635/#p517635




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-09 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

thanks a lot, can you please provide example key config.cfg or whatever it is?can I for example use this config on every game?also third question is, example of how to use it in a game please, for example I have a game that space play a sound, and escape pawses it, just want to know how to use key config there

URL: https://forum.audiogames.net/post/517635/#p517635




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-09 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

https://www.sendspace.com/file/7k04cwMaybe I can convince Google Drive to play nice with this one for a more permanent link. ... Wait, I was going to put it on Github, wasn't I? I knew I forgot something when uploading that recording. 

URL: https://forum.audiogames.net/post/517630/#p517630




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2020-04-09 Thread AudioGames . net Forum — Developers room : manamon_player via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

broken links 

URL: https://forum.audiogames.net/post/517626/#p517626




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

What dictionary stuff are you referring to? If you mean the dictionaries in fobj and group3d, those are just in case a game wants to add properties without making a subclass. Ex, terrain, friction, elasticity, etc. You don't need them; they're supposedly for convenience.In 2d, there were some references to a dictionary I used to log when shapes were being destroyed, but I should have removed or commented out all of those.

URL: https://forum.audiogames.net/post/412309/#p412309




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-16 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

@Cae,Looking at this code to see if I can understand the collision detection you have, to get an idea of how to do it.  What is all the dictionary stuff for?  Why would I need the dictionary for math stuff?  I doubt I need all of these different forms, right?  All I have is a ball, 2 rackets, the net, and the ground.

URL: https://forum.audiogames.net/post/412264/#p412264




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The problem is a logistical one. If I have one function per vector, ghow do I make sure that they all get called?  Once a function calls another, it is exited, if I remember correctly.  So, it's not like I can just have one function call each of them.  For example:void UpdateVecs(){SetDis();SetForce();SetVel();…}Legistically I'm not sure what the best way to handle it would be.  I might be able to do something where I create Booleans  for each and run checks against them, then update if true.  I.e.:bool UpdVel = false;bool UpdAcc = false;…Then before movement is called, set it to true, and in the game loop say:if(UpdAcc)SetAcc();…Again, I am tired, so not sure whether that would work or not.  And the thing is, all of those will need to be updated each time before the ball moves.

URL: https://forum.audiogames.net/post/411027/#p411027




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The problem is a logistical one. If I have one function per vector, ghow do I make sure that they all get called?  Once a function calls another, it is exited, if I remember correctly.  So, it's not like I can just have one function call each of them.  For example:void UpdateVecs(){UpdateDis();UpdateForce();UpdateVel();…}Legistically I'm not sure what the best way to handle it would be.  I might be able to do something where I create Booleans  for each and run checks against them, then update if true.  I.e.:bool UpdVel = false;bool UpdAcc = false;…Then before movement is called, set it to true, and in the game loop say:if(UpdAcc)SetAcc();Again, I am tired, so not sure whether that would work or not.  And the thing is, all of those will need to be updated each time before the ball moves.

URL: https://forum.audiogames.net/post/411027/#p411027




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The problem is a logistical one. If I have one function per vector, ghow do I make sure that they all get called?  Once a function calls another, it is exited, if I remember correctly.  So, it's not like I can just have one function call each of them.  For example:void UpdateVecs(){UpdateDis();UpdateForce();UpdateVel();…}Legistically I'm not sure what the best way to handle it would be.  I might be able to do something where I create Booleans  for each and run checks against them, then update if true.  I.e.:bool UpdVel = false;bool UpdAcc = false;…Then before movement is called, set it to true, and in the game loop say:if(UpdAcc)SetAcc();Again, I am tired, so not sure whether that would work or not.

URL: https://forum.audiogames.net/post/411027/#p411027




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Yeah, everything in math would be global. In that case, you'd either need a function for each vector, or to use some data structure to store multiples, like a dictionary or an array. Multiple functions would probably be easier, since BGT's dictionaries are kinda awful.I have stored vectors in dictionaries before, using functions to get and set so I don't have to deal with all of that mess. This also made it possible to serialize / deserialize the data for saving / loading. I still wouldn't recommend it in general.

URL: https://forum.audiogames.net/post/411019/#p411019




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Yeah, I know that part.  But math isn't a class in this case.  I didn't think making it a class was necessary, but I always could in the future.  I've got a math.bgt file, and all of the vectors and mathematical calculations are stored there, so that I don't have math in 50 different places in my code.  Makes bugs related to the math portion easier to track down.  What that means is that any vector and variable stored in math are treated as global, I believe.

URL: https://forum.audiogames.net/post/410932/#p410932




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Yeah, I know that part.  But math isn't a class in this case.  I've got a math.bgt file, and all of the vectors and mathematical calculations are stored there, so that I don't have math in 50 different places in my code.  Makes bugs related to the math portion easier to track down.  What that means is that any vector and variable stored in math are treated as global, I believe.

URL: https://forum.audiogames.net/post/410932/#p410932




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

If the function is a method of the ball class, for example, it can change the variables associated with that ball, without having to return everything. If it's a global function changing global variables, the same applies. This is where the concepts of  scope and namespaces become relevant. This can get confusing if you aren't use to it, especially since different languages can handle it differently (see: the chaos of addressing this in _javascript_). If you want to be sure about what a variable is associated with, you can try prepending "this." If this.vel doesn't compile, either the function is outside of the class, or vel is. If it does work, you know you're affecting the variables associated with the class.

URL: https://forum.audiogames.net/post/410928/#p410928




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The problem that I can't figure out how to get around is that if I am not mistaken, a function to return vectors can only return one value.  So in other words, I can't return 5 or 6 vectors, I don't think.  So, using the above function to update velocity, once that vector is returned, it would exit the function, I believe, without updating the rest.  I've got multiple vectors:  displacement, force, acceleration, initial velocity, final velocity, etc.  Maybe I'm wrong and I sound like a moron, and maybe that's due to the less than 3 hours of sleep I got last night.  But if I'm right, if a function to return the vector can only return the one value, then how do I implement an update function that can update all of them at once?  Ideally, this would be done before the ball moves.  So, something like:vector update(){v.x = blah;v.y = blah;v.z = blah;return v;}returns one vector.  If I were to put another vector under the initial return, I don't think it would execute.  And If I did something like:vector update(){v1.x = blah;v1.y = blah;v1.z = blah;v2.x = blah;v2.y = blah;…return v1;return v2;…}I think it would just exit the function after the initial return value and not execute the second return line of code, if I remember correctly.  So not sure how to get around that.  Or hell, maybe I'm totally off base at the moment and I'm a fucking idiot.  If that's the case, then I apologize.

URL: https://forum.audiogames.net/post/410914/#p410914




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The problem that I can't figure out how to get around is that if I am not mistaken, a function to return vectors can only return one value.  So in other words, I can't return 5 or 6 vectors, I don't think.  So, using the above function to update velocity, once that vector is returned, it would exit the function, I believe, without updating the rest.  I've got multiple vectors:  displacement, force, acceleration, initial velocity, final velocity, etc.  Maybe I'm wrong and I sound like a moron, and maybe that's due to the less than 3 hours of sleep I got last night.  But if I'm right, if a function to return the vector can only return the one value, then how do I implement an update function that can update all of them at once?  Ideally, this would be done before the ball moves.  And if I'm a moron, then I apologize.

URL: https://forum.audiogames.net/post/410914/#p410914




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-10 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

The vectors are assigned only once, with the values that exist at the time. They have to be updated whenever something changes. So long as the function is in the same scope as the vectors you want to change, you can put all the assignments in one function. I normally wouldn't even bother initializing a vector that's going to change in every frame, just letting it default to (0,0,0), and set the values in the function that updates everything else. The exception being if you have an orientation vector, which would need to default to something with length 1, but iirc, you aren't using those.Re: Spherical coordinates, the explanation they gave just confused me even more, so I wrote a program to test it both ways, with theta and phi swapping roles, for a total of four tests. V1 and V2 are done my way, and V3 and V4 are done their way, with one angle being pi/4, and the other being 0:V1: (0.70710676908493, 0.70710676908493, 0), length = 0.99940395355V2: (0.70710676908493, 0, 0.70710676908493), length = 0.99940395355V3: (0, 0, 0.70710676908493), length = 0.70710676908493V4: (0.70710676908493, 0, 1), length = 1.22474491596222Maybe I'm going crazy, but v1 and v2 are the only ones that make sense to me. A length other than ~1 should be invalid, based on the fact that length == r, and we're talking about a unit sphere.Here's the code I used to test it:const double pi=3.14159265;
string vecstr(vector v) {
return "(" + v.x + ", " + v.y + ", " + v.z + "), length = " + v.length() + "\r\n";
}
void main() {

// My way:
double theta=pi/4, phi=0;
// I think this other person swaps theta and phi, so we'll do that, too.
// But first:
vector v1(
cosine(theta)*cosine(phi),
sine(theta)*cosine(phi),
sine(phi)
);
// This is supposed to give us (0.707, 0.707, 0).
string text="V1: " + vecstr(v1);
// Now, let's swap phi and theta and see what happens. Result should be (0.707, 0, 0.707).
double temp=phi;
phi=theta;
theta=temp;
vector v2(
cosine(theta)*cosine(phi),
sine(theta)*cosine(phi),
sine(phi)
);
text += "V2: " + vecstr(v2);

// Now, let's try it their way:
vector v3(
sine(theta)*cosine(phi),
sine(theta)*sine(phi),
cosine(phi)
);
// Which I'm predicting gives us a length other than 1.
text += "V3: " + vecstr(v3);
// One more time, swapping phi and theta back:
temp=phi;
phi=theta;
theta=temp;
vector v4(
sine(theta)*cosine(phi),
sine(theta)*sine(phi),
cosine(phi)
);
text += "V4: " + vecstr(v4);

clipboard_copy_text(text);
alert("Results", text);
}

URL: https://forum.audiogames.net/post/410802/#p410802




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-09 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

A couple of things.  So, this is exactly what he said:In spherical coordinates, we can describe a vector by specifying the following components:• r which is the distance from the origin to the point• θ which is the angle the radial vector makes with respect to the z-axis (i.e. up / down)• φ which is the azimuthal angle that the radial vector makes with respect to the y-axis (i.e. rotation about the z-axis)We can get spherical coordinates from cartesian coordinates (and vice-versa) using the transformation:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φwhere:r = sqrt(x^2 + y^2 + z^2)φ = arctan(y / x)θ = arccos(z / r)So, it looks like he is saying that θ is used for elevation instead of φ.  If that's the case, then x being sin(theta)*cos(phi) makes sense.On a related mathematical but different note, One thing I have noticed about BGT is that if I declare a vector like so:vector VF((IV.x+acc.x)*DT*sine(theta)*cosine(phi), (IV.y+acc.y)*DT*sine(theta)*sine(phi), (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi));it will declare the vector, but the values within the vector do not assign correctly.  in other words, values do not change correctly as they should, as if the math isn't actually completed.  In order to get them to assign correctly, I had to do this:vector UpdateVel(){VF.x = (IV.x+acc.x)*DT*sine(theta)*cosine(phi);VF.y = (IV.y+acc.y)*DT*sine(theta)*sine(phi);VF.z = (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi);return VF;}Once I did that, the vector values assigned correctly.  So if the only way to get the values to assign correctly is to return the vector in a function, is there a way to have one function retirn all the vectors so that I don't have to make one for each one of them?  That would suck,  and, quite frankly, seems counterintuitive.

URL: https://forum.audiogames.net/post/410676/#p410676




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-09 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

A couple of things.  So, this is exactly what he said:In spherical coordinates, we can describe a vector by specifying the following components:• r which is the distance from the origin to the point• θ which is the angle the radial vector makes with respect to the z-axis (i.e. up / down)• φ which is the azimuthal angle that the radial vector makes with respect to the y-axis (i.e. rotation about the z-axis)We can get spherical coordinates from cartesian coordinates (and vice-versa) using the transformation:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φwhere:r = sqrt(x^2 + y^2 + z^2)φ = arctan(y / x)θ = arccos(z / r)So, it looks like he is saying that θ is used for elevation instead of φ.  If that's the case, then x being sin(theta)*cos(phi) makes sense.On a related mathematical but different note, One thing I have noticed about BGT is that if I declare a vector like so:vector VF((IV.x+acc.x)*DT*sine(theta)*sine(phi), (IV.y+acc.y)*DT*sine(theta)*sine(phi), (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi));it will declare the vector, but the values within the vector do not assign correctly.  in other words, values do not change correctly as they should, as if the math isn't actually completed.  In order to get them to assign correctly, I had to do this:vector UpdateVel(){VF.x = (IV.x+acc.x)*DT*sine(theta)*sine(phi);VF.y = (IV.y+acc.y)*DT*sine(theta)*sine(phi);VF.z = (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi);return VF;}Once I did that, the vector values assigned correctly.  So if the only way to get the values to assign correctly is to return the vector in a function, is there a way to have one function retirn all the vectors so that I don't have to make one for each one of them?  That would suck,  and, quite frankly, seems counterintuitive.

URL: https://forum.audiogames.net/post/410676/#p410676




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-09 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

A couple of things.  So, this is exactly what he said:In spherical coordinates, we can describe a vector by specifying the following components:• r which is the distance from the origin to the point• θ which is the angle the radial vector makes with respect to the z-axis (i.e. up / down)• φ which is the azimuthal angle that the radial vector makes with respect to the y-axis (i.e. rotation about the z-axis)We can get spherical coordinates from cartesian coordinates (and vice-versa) using the transformation:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φwhere:r = sqrt(x^2 + y^2 + z^2)φ = arctan(y / x)θ = arccos(z / r)On a related but different note, One thing I have noticed about BGT is that if I declare a vector like so:vector VF((IV.x+acc.x)*DT*sine(theta)*sine(phi), (IV.y+acc.y)*DT*sine(theta)*sine(phi), (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi));it will declare the vector, but the values within the vector do not assign correctly.  in other words, values do not change correctly as they should, as if the math isn't actually completed.  In order to get them to assign correctly, I had to do this:vector UpdateVel(){VF.x = (IV.x+acc.x)*DT*sine(theta)*sine(phi);VF.y = (IV.y+acc.y)*DT*sine(theta)*sine(phi);VF.z = (pos.z+IV*DT)+(0.5*9.81)*power(DT, 2)*cosine(phi);return VF;}Once I did that, the vector values assigned correctly.  So if the only way to get the values to assign correctly is to return the vector in a function, is there a way to have one function retirn all the vectors so that I don't have to make one for each one of them?  That would suck,  and, quite frankly, seems counterintuitive.

URL: https://forum.audiogames.net/post/410676/#p410676




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-09 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Now I'm confused. I want to think I've seen that arrangement of phi somewhere, but the sin theta for x has me baffled.For triangles, sin = opposite / hypotenuse, and cos = adjacent / hypotenuse. If you're in the x/y plane, positive angles rotate from the positive x axis toward the positive y axis. In the x/z plane, same thing, but swap y and z.So if theta is azimuth in the x/y plane, and phi is elevation in the z direction, thenx = r * cos(theta) * cos(phi) <— because the x axis is adjacent to r, and when phi = 0, cos(phi) = 1, so even ignoring that the adjacent for phi is the vector projected into x/y, it can't be anything else.y = r * sin(theta) * cos(phi) <— y is opposite theta, so we use sin, but still use cos(phi) because the x/y projection is still the adjacent.z = r * sin(phi) <— elevation doesn't care about theta. It's sin and not cos, because z is the distance from the x/y plane to the point of our vector, and that is opposite phi.If we're using theta for the angle in the x/z plane, and phi for elevation into y, then we swap y and z in the above, but the calculations otherwise stay the same.x = r * cos(theta) * cos(phi)y = r * sin(phi) <— remember that when phi = 0, sin(phi) = 0, which is what we expect for y if there is no elevation.z = r * sin(theta) * cos(phi)The equations you've given confuse me and remind me of what happened the first time I tried messing with 3d. x kinda makes sense, if we're rotating from y or z toward +x - and I can imagine reasons you might want to do that in game development (see the stereo wonkiness in fpsound_pool). However, y and z seem like they'd give gibberish, aiui. Since there's only phi for z, I'll assume that z is vertical. So, if we're facing forward, at theta=0 and phi=0, then the resulting vector would be(0, 0, r)Because sin(0) is 0, and cos(0) is 1. So you're pointing straight up, or straight z-ward, whichever makes more sense.And if theta is 45degrees == pi/2, and phi is still 0, we get:(r * 0.707..., 0, r)So x, and only x, changes. Also, that breaks the Pythagorean theor'em, since we need sqrt (x^2+y^2+z^2) to equal r, and that 0.707... is sqrt(2)/2, meaning we get sqrt(r^2 + r^2/2) = sqrt (3/2 * r^2) = r * sqrt(3/2), which is greater than r.Trying it for theta = 90degrees == pi/2, we get (r, 0, r), which makes the total length 1.414... * r.Maybe I did all of that wrong. It's been over 12 years since I was in a math class, and that wasn't even trig. And I got all my 3d from the internet.I suppose the thing to do is to test it.

URL: https://forum.audiogames.net/post/410630/#p410630




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Ok, now I am confused.  According to someone I talked to who is in physics, it's actually:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φRe normalization, yeah, surprised that there's not a method.  Wouldn't this do it?vector normalize(vector@ u){u.x = 1*sine(theta)*cosine(phi);u.y = 1*sine(theta)*sine(phi);u.z = 1*cosine(phi);}That way you could call it wherever:u.normalize(whatever vector you please)

URL: https://forum.audiogames.net/post/410524/#p410524




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Ok, now I am confused.  According to someone I talked to who is in physics, it's actually:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φRe normalization, yeah, surprised that there's not a method.  Wouldn't this do it?vector normalize(vector@ u){u.x = 1*cosine(theta)*cosine(phi);u.y = 1*sine(theta)*sine(phi);u.z = 1*sine(theta)*cosine(phi);}That way you could call it wherever:u.normalize(whatever vector you please)

URL: https://forum.audiogames.net/post/410524/#p410524




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Ok, now I am confused.  According to someone I talked to who is in physics, it's actually:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φRe normalization, yeah, surprised that there's not a method.  Wouldn't this do it?vector normalize(vector@ u){u.length() = (u.length()/u.length());}That way you could call it wherever:u.normalize(whatever vector you please)

URL: https://forum.audiogames.net/post/410524/#p410524




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Ok, now I am confused.  According to someone I talked to who is in physics, it's actually:x = r * sin θ * cos φy = r * sin θ * sin φz = r * cos φRe normalization, yeah, surprised that there's not a method.  Wouldn't this do it?vector normalize(vector@ u){u.length() /= u.length();}That way you could call it wherever:u.normalize(whatever vector you please)

URL: https://forum.audiogames.net/post/410524/#p410524




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Yeah, surprised that there's not a normalization method.  Wouldn't this do it?vector normalize(vector@ u){u.length() /= u.length();}That way you could call it wherever:u.normalize(whatever vector you please)

URL: https://forum.audiogames.net/post/410524/#p410524




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : mahdi-abedi via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

grate update! keep it up! continu!

URL: https://forum.audiogames.net/post/410519/#p410519




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

If you're referring to the sin / cos arrays in math.bgt, those were an attempt at optimizing for speed. It turned out, after testing, that this was somehow slower than the built-in functions, I think because CPUs started doing this optimization in hardware. So you can ignore those and use the normal sine / cosine functions.I'm using the coordinate system found in most 3d engines, where +x is right, +y is up, and +z is out from the screen toward the viewer. At least, that's how it's supposed to work. So x=cos (theta) * cos (phi), y=sin (phi), z = sin (theta) * cos (phi). I'm pretty sure something in fpsound_pool gets that wrong, somewhere, though.Theta and phi are radians. I didn't include any handling for degrees.Also, BGT's vectors allow you to put the example for getting r into a single statement:double r = (v2-v1).length();BGT's vector operations are so convenient and simple to implement that I was surprised when I realized how few times I've seen anything similar elsewhere. Still needs negation and normalization, though. -v won't compile, and without a function for normalizing, you'd have to have divide by 0 checks everywhere.

URL: https://forum.audiogames.net/post/410499/#p410499




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

If you're referring to the sin / cos arrays in math.bgt, those were an attempt at optimizing for speed. It turned out, after testing, that this was somehow slower than the built-in functions, I think because CPUs started doing this optimization in hardware. So you can ignore those and use the normal sine / cosine functions.I'm using the coordinate system found in most 3d engines, where +x is right, +y is up, and +z is out from the screen toward the viewer. At least, that's how it's supposed to work. So x=cos (theta) * cos (phi), y=sin (phi), z = sin (theta) * cos (phi). I'm pretty sure something in fpsound_pool gets that wrong, somewhere, though.Theta and phi are radians. I didn't include any handling for degrees.

URL: https://forum.audiogames.net/post/410499/#p410499




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-02-08 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

@Cae,I've got a couple of questions about your math code.  First, are you using theta as the angle of elevation in the code, or are you using theta to represent degrees as degrees?  ?  From what I understand, unless I am reading incorrectly, if R is the distance from origin to point, theta is the measure of the angle of elevation, and phi is the azimuth angle, such that theta is equal to arcos(z/R).  Why do you have the circular degrees in arrays?  Does it need to be like that for BGT to calculate correctly, or does it give an advantage that I'm just not seeing?  Why wouldn't something like this work as well?double deg;double rads;double theta;//convert degrees to radians, adjusting to use the 12-o'clock system due to the way sounds are handled in the programming language.double DTR(double deg){return rads = (90-deg)*pi/180;}To get the value of r:double GetDist(vector v1, vector v2){double r;v.x = v1.x - v2.x; v.y = v1.y - v2.y; v.z = v1.z - v2.z;return R = square_root(power(v.x,2)+power(v.y,2)+power(v.z,2));}Then, to get theta:double theta(pos.z, r){return theta = DTR(arc_cosine(pos.z/r));}Wouldn't that work as well, without putting the degrees into arrays?  Or is there something in BGT that makes the arrays necessary?  Just curious.

URL: https://forum.audiogames.net/post/410493/#p410493




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

I forgot there were two O_O Here's 3dio:https://www.sendspace.com/file/4fki6nWhich I believe has some bugs that made it through testing without manifesting, even though that doesn't make sense. If anything weird happens related to cylinders, it's most likely a bug.Actually, if you open group3d.bgt, and ctrl+f "c=cast(c);", that's probably a bugged line that somehow hid until the past week. It should be casting f to c, not c to c, so if you ever use that function on a cylinder, it will crash.Not sure how old this copy is. There was a bug in the cylinder class, I think with the get_bounds method, but I'd have to look it up to be sure. I made a bunch of forgetful mistakes with cylinders, for some reason. 

URL: https://forum.audiogames.net/post/408012/#p408012




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

I forgot there were two O_O Here's 3dio:https://www.sendspace.com/file/4fki6n

URL: https://forum.audiogames.net/post/408012/#p408012




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

That worked.  Thanks.  Includes 2018.zip is what it shows.  Although I do not see any file call 3dio after extraction of the zip file, so not sure whether there's a second set of files, and the link above for dropbox says "error 429," too many requests.  Fucking Dropbox and their stupid fucking limits.  It shouldn't matter to them how many times a file is downloaded, especially when it's being downloaded by someone with a paid account.

URL: https://forum.audiogames.net/post/407995/#p407995




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

That worked.  Thanks.  Includes 2018.zip is what it shows.  Although I do not see any file call 3dio, so not sure whether there's a second set of files, and the link above for dropbox says "error 429," too many requests.  Fucking Dropbox and their stupid fucking limits.  It shouldn't matter to them how many times a file is downloaded, especially when it's being downloaded by someone with a paid account.

URL: https://forum.audiogames.net/post/407995/#p407995




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

That worked.  Thanks.  Although I do not see any file call 3dio, so not sure whether there's a second set of files, and the link above for dropbox says "error 429," too many requests.  Fucking Dropbox and their stupid fucking limits.  It shouldn't matter to them how many times a file is downloaded, especially when it's being downloaded by someone with a paid account.

URL: https://forum.audiogames.net/post/407995/#p407995




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-28 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

That worked.  Thanks.

URL: https://forum.audiogames.net/post/407995/#p407995




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-27 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

I'm going to go ahead and paste the most recent version of keyconfig from my Dropbox. I forget what all changed, but I think this version handles modifiers better, and might have fixed some bugs that would cause it to crash.dictionary keynames;

// Constants for auxiliary commands:
const int KC_MOUSE1=-2, KC_MOUSE2=-3, KC_MOUSE3=-4, KC_MOUSE4=-5, KC_MOUSE5=-6, KC_MOUSE6=-7, KC_MOUSE7=-8, KC_MOUSE8=-9, KC_MOUSE9=-10;

// Modifier constants:
const uint8 alt=1, shift=2, ctrl=4;

class keyconfig {
int[] keys;
bool[] flags;
uint8[] modifiers; // 2:43 AM 8/26/2018.
string[] names;
keyconfig() {
init_keynames();
}
keyconfig(int size) {
init_keynames();
this.keys.resize(size);
this.names.resize(size);
this.flags.resize(size);
this.modifiers.resize(size);
for(uint i=0; i=0 and this.modifiers[index]!=mods) {
for(uint i=index+1; i=0) {
if(this.flags[index]) return -1;
else {
this.flags[index]=true;
return index;
}
}
return index;
}
int release(int k, uint8 mods=0) {
int index=this.keys.find(k);
if(index<0) return index;
// Modifiers are important!
/*else if(this.flags[index]) {
this.flags[index]=false;
return index;
}
else return -1;
*/
for(uint i=index; i=0 and index=lines.length()) {
alert("Error in keyconfig.load", "Number of elements was not found.");
return false;
}
uint l=string_to_number(lines[index]);
this.names.resize(l);
this.flags.resize(l);
this.keys.resize(l);
this.modifiers.resize(l);
for(uint i=1; i<=l; i++) {
if(index+i-1>=lines.length()) {
alert("Error in keyconfig.load", "Index out of bounds. Total lines: " + lines.length() + ", expected entries: " + l + ", starting index: " + index + ", i:" + i + ".");
return false;
}
string[] parts=string_split(lines[index+i-1], ":", true);
if(parts.length()<2) continue;
this.names[i-1]=parts[0];
this.keys[i-1]=key_code(parts[1]);
this.flags[i-1]=false;
if(parts[1].length()>1 and string_contains("+-=", string_right(parts[1], 1), 1)>=0) {
string c=string_right(parts[1], 1);
if(c=="+") this.modifiers[i-1]=shift;
else if(c=="-") this.modifiers[i-1]=ctrl;
else this.modifiers[i-1]=alt;
}
else this.modifiers[i-1]=0;
}
return true;
}
string to_string(string header="") {
uint l=this.keys.length();
string ret=header + "\r\n" + l + "\r\n";
for(uint i=0; i=-10 and k<-1) {
k=absolute(k+1); // Or is it +2?
this.flags[i]=mouse_down(k);
}
else if(k==-1) continue;
}// Mouse, etc.
else if(this.modifiers[i]==0 and key_pressed(k)) this.press(k);
else if(this.modifiers[i]!=0 and key_down(k) and !this.flags[i]) {
uint8 m=0;
if(key_down(KEY_LSHIFT) or key_down(KEY_RSHIFT)) m|=shift;
if(key_down(KEY_LCONTROL) or key_down(KEY_RCONTROL)) m|=ctrl;
if(key_down(KEY_LMENU) or key_down(KEY_RMENU)) m|=alt;
if(((this.modifiers[i]))==this.modifiers[i]) this.flags[i]=true;
}
else if(key_released(k)) this.flags[i]=false; //this.release(k);
else if(key_down(k) and !this.flags[i]) this.press(k);
else if(key_up(k) and this.flags[i]) this.flags[i]=false; //this.release(k);
}
}
}


void init_keynames() {
if(keynames.exists("A")) return;
// Let's do this the somewhat easy way:
int[] codes={KEY_LEFT, KEY_RIGHT, KEY_UP, KEY_DOWN, KEY_SPACE, KEY_LCONTROL, KEY_RCONTROL, KEY_LMENU, KEY_RMENU, KEY_LSHIFT, KEY_RSHIFT, KEY_COMMA, KEY_PERIOD, KEY_SLASH, KEY_BACK, KEY_BACKSLASH, KEY_RETURN, KEY_A, KEY_B, KEY_C, KEY_D, KEY_E, KEY_F, KEY_G, KEY_H, KEY_I, KEY_J, KEY_K, KEY_L, KEY_M, KEY_N, KEY_O, KEY_P, KEY_Q, KEY_R, KEY_S, KEY_T, KEY_U, KEY_V, KEY_W, KEY_X, KEY_Y, KEY_Z, KEY_1, KEY_0, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_MINUS, KEY_ADD, KEY_NUMPAD0, KEY_NUMPAD1, KEY_NUMPAD2, KEY_NUMPAD3, KEY_NUMPAD4, KEY_NUMPAD5, KEY_NUMPAD6, KEY_NUMPAD7, KEY_NUMPAD8, KEY_NUMPAD9, KEY_HOME, KEY_PRIOR, KEY_NEXT, KEY_END, KEY_DELETE, KEY_LBRACKET, KEY_RBRACKET, KEY_TAB, KEY_EQUALS, KEY_MULTIPLY, KEY_DIVIDE, KEY_ESCAPE, KEY_SEMICOLON, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11, KEY_F12, KC_MOUSE1, KC_MOUSE2, KC_MOUSE3, KC_MOUSE4, KC_MOUSE5, KC_MOUSE6, KC_MOUSE7, KC_MOUSE8, KC_MOUSE9};
string[] descs={"left", "right", "up", "down", "space", "lctrl", "rcrtl", "lalt", "ralt", "lshift", "rshift", ",", ".", "/", "back", "\\", "enter", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "1", "0&qu

Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-27 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

What is this I don't even... How about this?https://www.sendspace.com/file/6cep1m

URL: https://forum.audiogames.net/post/407885/#p407885




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-27 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Nope.  Error 404 when going to that link in post 9.

URL: https://forum.audiogames.net/post/407850/#p407850




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-27 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Since my explanation regarding keyconfig didn't survive the forum rollback:- If you use a global keyconfig, it needs to be a handle. Apparently, the need for initializing the key dictionary doesn't work in global scope before main, making this the first time I've encountered a problem with global variables. Make it a handle, or a member of a class, and there shouldn't be any problems.- The format of config files is the same as Swamp's. IDR if this version handles shift/alt/ctrl correctly, but there is a version that does, if I can find / upload it.

URL: https://forum.audiogames.net/post/407698/#p407698




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-27 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

Hopefully this is the right one:https://www.dropbox.com/s/bg42b9ssgyejp … 8.zip?dl=0Some minor changes have been made since this was last updated, but uploading them has proven strenuous.

URL: https://forum.audiogames.net/post/407697/#p407697




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Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

2019-01-26 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)

When trying to download, I get an error.  The file appears to be gone.  Can you fix, please?

URL: https://forum.audiogames.net/post/407693/#p407693




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