From: bugzilla-dae...@ravenwest.dreamhost.com
Sent: Sunday, March 04, 2012 9:13 AM
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=954
Bug #: 954
Summary: Mouse placement (io_setmouse) not working properly in
gfx_directx
From: James Paige b...@hamsterrepublic.com
Sent: Friday, March 02, 2012 11:32 AM
On Sat, Mar 03, 2012 at 06:13:16AM +1300, Ralph Versteegen wrote:
On 29 February 2012 12:54, James Paige b...@hamsterrepublic.com wrote:
On Wed, Feb 29, 2012 at 12:25:44PM +1300, Ralph Versteegen wrote:
From: subvers...@hamsterrepublic.com
Sent: Thursday, March 01, 2012 8:32 AM
teeemcee
2012-03-01 06:31:47 -0800 (Thu, 01 Mar 2012)
123
Make most slices.bi functions extern C, remove SliceSetScreenX/Y (screen
pos can't be modified directly), add to slices.h
Wait, they can't be modified?
The GUI system is evolving to be much more related and affected
by slices. There was discussion on SelectableSlice's, but I'd like
to discuss what kind of slices are necessary for the GUI system.
The most basic GUI slice (ie. client area) requires a few states:
-isFocused
-isEnabled
-isClipping
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, March 01, 2012 10:27 PM
On 2 March 2012 07:01, Jay Tennant hierand...@crazyleafgames.com wrote:
The GUI system is evolving to be much more related and affected
by slices. There was discussion on SelectableSlice's, but I'd like
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, February 28, 2012 3:32 AM
On 28 February 2012 08:59, Jay Tennant hierand...@crazyleafgames.com wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Monday, February 27, 2012 10:07 AM
On Tue, Feb 28, 2012 at 12:43:33AM +1300
From: James Paige b...@hamsterrepublic.com
Sent: Tuesday, February 28, 2012 11:13 AM
On Tue, Feb 28, 2012 at 09:04:21AM -0800, subvers...@hamsterrepublic.com
wrote:
james
2012-02-28 09:04:21 -0800 (Tue, 28 Feb 2012)
57
Fix broken slice mutators. slices.bas compiles again now
---
From: James Paige b...@hamsterrepublic.com
Sent: Monday, February 27, 2012 10:07 AM
On Tue, Feb 28, 2012 at 12:43:33AM +1300, Ralph Versteegen wrote:
On 27 February 2012 10:14, Jay Tennant hierand...@crazyleafgames.com
wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Sunday
From: subvers...@hamsterrepublic.com
Sent: Sunday, February 26, 2012 9:20 AM
jay
2012-02-26 07:20:03 -0800 (Sun, 26 Feb 2012)
331
gui*: generalizing. Not factory factory factory...
Restructuring the system to follow Window's design a little more closely,
namely using a registration
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, February 23, 2012 9:09 PM
On 24 February 2012 07:24, subvers...@hamsterrepublic.com wrote:
jay
2012-02-23 10:24:36 -0800 (Thu, 23 Feb 2012)
49
gui*: cleaning up GuiManager and the GUI_MESSAGES
---
U wip/gui.cpp
U
That was great! Thanks for sharing. :)
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, February 22, 2012 3:32 PM
This article is about java, but it made me laugh, and reminded me of the
Editor Editor plans :)
http://discuss.joelonsoftware.com/default.asp?joel.3.219431
---
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, February 21, 2012 12:47 AM
On 21 February 2012 06:46, Jay Tennant hierand...@crazyleafgames.com wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Monday, February 20, 2012 10:00 AM
I have been reading this whole thread
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Tuesday, February 21, 2012 6:45 AM
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, February 21, 2012 12:47 AM
On 21 February 2012 06:46, Jay Tennant hierand...@crazyleafgames.com
wrote:
This is a non-OS specific
PM
On 17 February 2012 06:24, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, February 16, 2012 5:53 AM
(Opps, I accidentally didn't send the last message to the mailing list)
Oh well. Either way is fine for me, though I'm
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, February 11, 2012 10:07 PM
On 12 February 2012 06:32, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, February 09, 2012 8:58 AM
I've been struggling to decide how slice
From: James Paige b...@hamsterrepublic.com
Sent: Monday, February 13, 2012 9:48 AM
One more afterthough on this-- although the SelectableSlice seems like a
really obvious and simple feature (to me) for the implementation of
customizable special screens, I have no clear idea in my head
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, February 09, 2012 8:58 AM
I've been struggling to decide how slice based menus should work, so I
need some input. I've been thinking about it for years, but could
never decide where to start (writing this helped a lot though).
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, February 01, 2012 1:45 AM
On 1 February 2012 16:45, Jay Tennant hierand...@crazyleafgames.com wrote:
Separately, since shaders aren't being used, we could potentially use the
December 2006 SDK, which would remove optional
From: James Paige b...@hamsterrepublic.com
Sent: Tuesday, January 31, 2012 11:37 AM
On Tue, Jan 31, 2012 at 9:00 AM, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-01-31 09:00:48 -0800 (Tue, 31 Jan 2012)
195
scons: support for building gfx_directx.dll (and also
Just a question. Assuming custom/game happened to get a GUI facelift that was
OS and resolution independent, what kind of controls would be used?
Some that come to mind are check boxes, buttons, edit boxes, static text,
sliders. What kind of controls would you want to use, and where?
From: James Paige b...@hamsterrepublic.com
Sent: Friday, November 04, 2011 11:58 AM
On Fri, Nov 04, 2011 at 11:44:41AM -0500, Jay Tennant wrote:
Just a question. Assuming custom/game happened to get a GUI facelift that
was OS and resolution independent, what kind of controls would
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, July 07, 2011 12:43 AM
On 7 July 2011 15:16, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, July 06, 2011 5:51 PM
On 7 July 2011 10:43, subvers
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, July 07, 2011 12:58 AM
On 7 July 2011 17:07, Jay Tennant hierand...@crazyleafgames.com wrote:
From: subvers...@hamsterrepublic.com
Sent: Thursday, July 07, 2011 12:02 AM
jay
2011-07-06 22:01:49 -0700 (Wed, 06 Jul 2011)
121
From: bugzilla-dae...@ravenwest.dreamhost.com
Sent: Thursday, July 07, 2011 3:34 PM
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=919
--- Comment #3 from Bob the Hamster b...@hamsterrepublic.com 2011-07-07
13:34:20 PDT ---
I tried copying libstdc++.a into the ohr source
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, July 06, 2011 9:29 AM
On 6 July 2011 06:23, subvers...@hamsterrepublic.com wrote:
jay
2011-07-05 11:23:38 -0700 (Tue, 05 Jul 2011)
62
Changed all uint's to uinteger's, compiler was throwing a fit.
---
U wip/allmodex.bas
From: subvers...@hamsterrepublic.com
Sent: Wednesday, July 06, 2011 11:04 AM
jay
2011-07-06 09:04:17 -0700 (Wed, 06 Jul 2011)
302
Fixed windows build with raster=1. This needs adjustment (and I don't
understand python enough to do it myself) to only link to libgcc_s.a and
libstdc++.a
From: subvers...@hamsterrepublic.com
Sent: Wednesday, July 06, 2011 2:52 PM
jay
2011-07-06 12:52:30 -0700 (Wed, 06 Jul 2011)
66
Further refinements on transformed quads rendering in secret menu.
---
U wip/custom.bas
Slowly getting the hang of fb. :P It's working, just you can't see
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, July 06, 2011 5:35 PM
Opps, duplication of effort. First you duplicated some work I did and
never checked in (because that API kept moving!), and then somehow I
managed to update from svn sometime between this revision and the last
From: subvers...@hamsterrepublic.com
Sent: Wednesday, July 06, 2011 8:37 PM
teeemcee
2011-07-06 18:37:15 -0700 (Wed, 06 Jul 2011)
147
Fix gfx_paletteDestroy, which was double freeing the palette
...I think I've finally figured out what it is about STL containers that I
don't like
---
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, July 06, 2011 5:51 PM
On 7 July 2011 10:43, subvers...@hamsterrepublic.com wrote:
teeemcee
2011-07-06 15:43:51 -0700 (Wed, 06 Jul 2011)
123
Transformed Quads test menu is now working again. Unfortunately this undoes
r4541
From: subvers...@hamsterrepublic.com
Sent: Wednesday, July 06, 2011 10:29 PM
jay
2011-07-06 20:29:00 -0700 (Wed, 06 Jul 2011)
62
Make the quad/sprite of transformed quads use the color key 0.
Woohooo!! :D :D
This is so exciting! I just jumped around my room in exaltation
because
From: subvers...@hamsterrepublic.com
Sent: Thursday, July 07, 2011 12:02 AM
jay
2011-07-06 22:01:49 -0700 (Wed, 06 Jul 2011)
121
Adding handle to Surface and Palette structs, adjusting the backends
appropriately. gfx_sdl did not need to be changed.
The purpose of the handle is for
From: Ralph Versteegen teeem...@gmail.com
Sent: Sunday, July 03, 2011 10:00 AM
On 4 July 2011 02:14, subvers...@hamsterrepublic.com wrote:
jay
2011-07-03 07:14:53 -0700 (Sun, 03 Jul 2011)
63
gfx_directx: Added gfx_showpage32( uint32 page, int w, int h ).
I actually decided to just
From: subvers...@hamsterrepublic.com
Sent: Sunday, July 03, 2011 10:07 PM
jay
2011-07-03 20:07:11 -0700 (Sun, 03 Jul 2011)
128
Added fb function pointers to the new render interfaces. Added fb
declarations for the software implementation of the functions.
---
A
From: James Paige b...@hamsterrepublic.com
Sent: Saturday, July 02, 2011 1:26 AM
On Fri, Jul 01, 2011 at 10:53:26PM -0700, Jay Tennant wrote:
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Friday, July 01, 2011 8:26 AM
Yes, I'm actually rewriting a lot of the code to make
From: subvers...@hamsterrepublic.com
Sent: Sunday, July 03, 2011 12:21 AM
jay
2011-07-02 22:21:17 -0700 (Sat, 02 Jul 2011)
285
Updated the software rasterizer to the latest interface revision. Render
targets are now expected to be 32bit. Any calls to frame_draw_transformed()
will now
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, July 01, 2011 2:12 AM
On 1 July 2011 17:19, Jay Tennant hierand...@crazyleafgames.com wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Thursday, June 30, 2011 2:41 PM
To: ohrrpgce@lists.motherhamster.org
Subject: Re
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Friday, July 01, 2011 8:26 AM
Yes, I'm actually rewriting a lot of the code to make it more readable
and usable (I had duplicated some structs, and now that gfx_newRenderPlan
is changed, the TriRasterizer and QuadRasterizer
From: James Paige b...@hamsterrepublic.com
Sent: Thursday, June 30, 2011 2:41 PM
To: ohrrpgce@lists.motherhamster.org
Subject: Re: [Ohrrpgce] SVN: jay/4512 Fixed the one line that sometimes
doesn't rasterize in the middle of the
On Thu, Jun 30, 2011 at 11:07:38AM -0700,
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, June 22, 2011 10:10 PM
On 23 June 2011 09:39, James Paige b...@hamsterrepublic.com wrote:
Here is how to use autotest mode. First you need an rpg file that runs
deterministically, and with no user interaction. That means:
Neat!
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, June 17, 2011 10:20 PM
On 15 June 2011 22:46, subvers...@hamsterrepublic.com wrote:
jay
2011-06-15 03:46:40 -0700 (Wed, 15 Jun 2011)
67
Fixed the overlapping triangles graphical bug in the quad renderer.
---
U
From: Seth Hetu seth.h...@gmail.com
Sent: Saturday, June 18, 2011 7:57 AM
I want to be sure that the OHR continues to work on ALL graphics cards,
not just nVidia+ATI.
Forgive me if this is naive, but can't most generic video cards just
use Mesa to have OpenGL compatibility?
You're
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, June 18, 2011 8:10 PM
On 19 June 2011 07:39, James Paige b...@hamsterrepublic.com wrote:
On Sat, Jun 18, 2011 at 12:37:16PM -0700, James Paige wrote:
On Sat, Jun 18, 2011 at 08:56:43AM -0400, Seth Hetu wrote:
I want to be sure
In preparing to start work on an SDL-openGL backend, it's occurred
that OpenGL will work on most systems. Is there a certain target
system that does not support the OpenGL 1.0/1.1 specification?
I ask this because I'd rather just use OpenGL 1.0/1.1 instead of
the software rasterizer. I'm sure the
in the frontend, like the rendering calls.
-Original Message-
From: Jay Tennant hierand...@crazyleafgames.com
Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Thu, 16 Jun 2011
16:15:33
To: ohrrpgce@lists.motherhamster.org
Reply-To: ohrrpgce@lists.motherhamster.org,
hierand
From: James Paige b...@hamsterrepublic.com
Sent: Thursday, June 16, 2011 6:53 PM
On Thu, Jun 16, 2011 at 04:49:50PM -0700, James Paige wrote:
On Thu, Jun 16, 2011 at 04:15:33PM -0700, Jay Tennant wrote:
In preparing to start work on an SDL-openGL backend, it's occurred
that OpenGL
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, June 15, 2011 12:41 AM
On Wed, Jun 15, 2011 at 8:53 AM, subvers...@hamsterrepublic.com wrote:
jay
2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
163
Removed visual studio-specific compile requirements. I think it will work
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Wednesday, June 15, 2011 3:51 AM
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, June 15, 2011 12:41 AM
On Wed, Jun 15, 2011 at 8:53 AM, subvers...@hamsterrepublic.com wrote:
jay
2011-06-14 18:53:56 -0700 (Tue, 14
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, June 15, 2011 10:18 AM
On Wed, Jun 15, 2011 at 02:08:18AM -0700, Jay Tennant wrote:
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Wednesday, June 15, 2011 3:51 AM
From: Ralph Versteegen teeem...@gmail.com
From: subvers...@hamsterrepublic.com
Sent: Wednesday, June 15, 2011 12:30 PM
james
2011-06-15 10:30:12 -0700 (Wed, 15 Jun 2011)
167
Update the transformed quads test menu, adding the ability to test using
sprites from the current rpg file.
Areas that should be transparent currently look
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, June 15, 2011 1:17 PM
On Wed, Jun 15, 2011 at 10:46:25AM -0700, Jay Tennant wrote:
From: subvers...@hamsterrepublic.com
Sent: Wednesday, June 15, 2011 12:30 PM
james
2011-06-15 10:30:12 -0700 (Wed, 15 Jun 2011)
167
I've got to go now, but it looks like it's having a problem with
templates, even the STL ones.
From: bugzilla-dae...@ravenwest.dreamhost.com
Sent: Wednesday, June 15, 2011 1:53 PM
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=913
Bug #: 913
Summary:
From: subvers...@hamsterrepublic.com
Sent: Tuesday, June 14, 2011 1:54 PM
jay
2011-06-14 11:54:27 -0700 (Tue, 14 Jun 2011)
476
Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan.h.
It's tested as working for surface creation, rendering, and rendering to,
with
From: Kizul Emeraldfire kizulemeraldf...@gmail.com
Sent: Sunday, June 12, 2011 1:38 PM
So, once all the bugs've been worked out - we WILL be able to use
PlotScripting commands to tweak things (such as sprites, and/or layers
and/or specific tiles on X layers), right? :D
I, for one, am
From: Ralph Versteegen teeem...@gmail.com
Sent: Sunday, June 12, 2011 4:53 AM
On 12 June 2011 21:11, Ralph Versteegen teeem...@gmail.com wrote:
On 12 June 2011 16:10, Jay Tennant hierand...@crazyleafgames.com wrote:
I've some good news and some less good news, and some
less desirable
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, June 11, 2011 12:23 AM
On 11 June 2011 02:40, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Simon Bradley neworigi...@gmail.com
Sent: Friday, June 10, 2011 9:06 AM
And at what point does it become easier to write your
From: subvers...@hamsterrepublic.com
Sent: Saturday, June 11, 2011 9:53 PM
To: ohrrpgce@lists.motherhamster.org
Subject: [Ohrrpgce] SVN: jay/4432 Added transparency as a floating point
interpolation. I'm having trouble
jay
2011-06-11 19:52:48 -0700 (Sat, 11 Jun 2011)
306
Added
I've some good news and some less good news, and some
less desirable news:
Good news is that the rasterizer now supports alpha
blending! So any 32bit surfaces can blend onto another
32bit surface.
The less good news is that 8bit palette surfaces are
not supported, except for the color-key
From: Simon Bradley neworigi...@gmail.com
Sent: Friday, June 10, 2011 9:06 AM
And at what point does it become easier to write your own engine than
to use OHR?
Well, perhaps when you want to add multiplayer support. :P
On Fri, Jun 10, 2011 at 2:45 PM, D A dan155...@msn.com wrote:
From: Kizul Emeraldfire kizulemeraldf...@gmail.com
Sent: Friday, June 10, 2011 12:38 PM
Question: Why are we going for a bunch of fancy effects that are
seemingly
situational and often made up for by artistic technique than
prioritizing
what we really need: Alpha Transparency
As most everyone is already familiar, a pixel shader is
a piece of code that calculates a color of a pixel on a
surface that is being drawn to.
The pixel shaders on the rasterizer right now are simply
pass-through shaders, doing no calculation besides
possibly sampling a texture.
There are many
From: Ralph Versteegen teeem...@gmail.com
Sent: Wednesday, June 08, 2011 1:41 AM
On 8 June 2011 18:14, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, June 07, 2011 9:52 PM
On 8 June 2011 14:50, Ralph Versteegen teeem
From: Ralph Versteegen teeem...@gmail.com
Sent: Monday, June 06, 2011 3:11 AM
On 5 June 2011 04:51, Ralph Versteegen teeem...@gmail.com wrote:
On 5 June 2011 04:22, Ralph Versteegen teeem...@gmail.com wrote:
On 5 June 2011 04:08, Jay Tennant hierand...@crazyleafgames.com wrote:
From
From: Ralph Versteegen teeem...@gmail.com
Sent: Sunday, June 05, 2011 3:29 AM
On 2 June 2011 06:18, Jay Tennant hierand...@crazyleafgames.com wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, June 01, 2011 11:34 AM
On Wed, Jun 01, 2011 at 09:26:10AM -0700, Jay Tennant
From: subvers...@hamsterrepublic.com
Sent: Saturday, June 04, 2011 8:05 AM
jay
2011-06-04 06:05:10 -0700 (Sat, 04 Jun 2011)
119
Fixed some graphical artifacts. There's one known left: a problem in the
clipping interpolation of texture coordinates.
---
U wip/rasterizer.cpp
Eh. Turns
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, June 03, 2011 11:47 AM
On 3 June 2011 06:00, Jay Tennant hierand...@crazyleafgames.com wrote:
From: subvers...@hamsterrepublic.com
Sent: Thursday, June 02, 2011 12:45 PM
To: ohrrpgce@lists.motherhamster.org
Subject: [Ohrrpgce
From: Mike Caron caron.m...@gmail.com
Sent: Friday, June 03, 2011 3:14 PM
On 03/06/2011 2:34 PM, Jay Tennant wrote:
From: Ralph Versteegenteeem...@gmail.com
Sent: Friday, June 03, 2011 11:47 AM
On 3 June 2011 06:00, Jay Tennanthierand...@crazyleafgames.com wrote:
From: subvers
From: Mike Caron caron.m...@gmail.com
Sent: Friday, June 03, 2011 11:16 PM
On 6/4/2011 0:14, subvers...@hamsterrepublic.com wrote:
jay
2011-06-03 21:14:55 -0700 (Fri, 03 Jun 2011)
59
Ever fewer bugs! Still clipping issue and slight artifacts.
---
U wip/rasterizer.cpp
When I
From: subvers...@hamsterrepublic.com
Sent: Thursday, June 02, 2011 12:45 PM
To: ohrrpgce@lists.motherhamster.org
Subject: [Ohrrpgce] SVN: jay/4381 Getting it closer to actually working
(doesn't crash anymore, but it isn
jay
2011-06-02 10:45:09 -0700 (Thu, 02 Jun 2011)
94
Getting it
Just a recap on the proposal. From the discussions, it's
clear the proposal was trying to cover too much ground
with hardware acceleration _and_ per-vertex computations.
So the objective has been narrowed to only per-vertex
transforms, using a software rasterizer to render the
quads.
The
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, June 01, 2011 11:34 AM
On Wed, Jun 01, 2011 at 09:26:10AM -0700, Jay Tennant wrote:
Just a recap on the proposal. From the discussions, it's
clear the proposal was trying to cover too much ground
with hardware acceleration
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, May 28, 2011 10:39 PM
On 29 May 2011 11:08, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, May 28, 2011 5:33 AM
On 26 May 2011 06:14, Jay Tennant hierand
From: D A dan155...@msn.com
Sent: Sunday, May 29, 2011 6:41 PM
I also want to make sure that new features are actually features that
are wanted and needed, and not just concepts that seem cool.
Rotation and scaling do indeed sound cool, but I am still not clear on
how important or
From: Mike Caron caron.m...@gmail.com
Sent: Monday, May 30, 2011 10:52 AM
On Mon, May 30, 2011 at 11:43 AM, Jay Tennant
hierand...@crazyleafgames.com wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, May 28, 2011 10:39 PM
On 29 May 2011 11:08, Jay Tennant hierand
From: Ralph Versteegen teeem...@gmail.com
Sent: Saturday, May 28, 2011 5:33 AM
On 26 May 2011 06:14, Jay Tennant hierand...@crazyleafgames.com wrote:
I'd like to propose a transition to vector and matrix transformations on
frames/slices/etc. for efficiency and flexibility gains
, Jay Tennant hierand...@crazyleafgames.com wrote:
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, May 25, 2011 1:47 PM
This does indeed sound like a big change, but since you think you can do
it without breaking backwards compatability, and that it will result in
overall
From: James Paige b...@hamsterrepublic.com
Sent: Thursday, May 26, 2011 10:55 AM
I was talking to J_Taylor today about 16-color palette manipulation with
scripts. He was hoping to be able to change colors in a 16-color palette
for a character customization screen, and I was thinking about
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, May 26, 2011 11:32 AM
My concern here, is what kind of problems a feature like this could
cause in the future?
Actually, wait, I'm not sure that a change to a pallete should affect
all other sprites. I think it makes sense to
We already have to keep supporting 16 color palette changes on sprites,
even when 256 color sprites are enabled in the future--
I wouldn't want to treat them separately at all.
Neither would I, but one is like a pointer, and the other is a pointer to
a
pointer. The
From: Mike Caron caron.m...@gmail.com
Sent: Thursday, May 26, 2011 12:05 PM
On Thu, May 26, 2011 at 1:01 PM, Jay Tennant
hierand...@crazyleafgames.com wrote:
Wait a second... are master palettes ever altered during runtime?
Anytime there's a fade, for example.
Hmm. Looking through
From: James Paige b...@hamsterrepublic.com
Sent: Sunday, May 22, 2011 9:43 PM
On Sun, May 22, 2011 at 04:05:02AM +1200, Ralph Versteegen wrote:
On 21 May 2011 03:23, James Paige b...@hamsterrepublic.com wrote:
On Fri, May 20, 2011 at 07:43:58PM +1200, Ralph Versteegen wrote:
On 20 May
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, May 20, 2011 11:00 PM
On 21 May 2011 15:51, Ralph Versteegen teeem...@gmail.com wrote:
On 21 May 2011 14:29, Jay Tennant hierand...@crazyleafgames.com wrote:
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Friday, May 20
From: James Paige b...@hamsterrepublic.com
Sent: Thursday, May 19, 2011 3:15 PM
On Thu, May 19, 2011 at 08:20:59AM -0700, Jay Tennant wrote:
I was looking through slices.bi and slices.bas to find where slices
are being drawn. I have an interest in possibly altering the way
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, May 20, 2011 3:53 AM
On 20 May 2011 03:20, Jay Tennant hierand...@crazyleafgames.com wrote:
I was looking through slices.bi and slices.bas to find where slices
are being drawn. I have an interest in possibly altering the way
I think this is the basis of all graphics in the engine, right?
If that's true, I've a few questions about it:
Why is the pitch information necessary?
Now that there are vectors, is it still necessary to use the array
allocation, keeping a pointer to the parent frame in each struct
instance
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Friday, May 20, 2011 9:26 PM
I think this is the basis of all graphics in the engine, right?
If that's true, I've a few questions about it:
Why is the pitch information necessary?
I meant, why is it stored here? I know surface pitch
I was looking through slices.bi and slices.bas to find where slices
are being drawn. I have an interest in possibly altering the way
transformations are performed, or at least how slices are drawn. See
the Plan_for_gfx_directx on the wiki. My goal is to have minimal
impact on the current code.
From: bugzilla-dae...@ravenwest.dreamhost.com
Sent: Monday, May 02, 2011 10:41 AM
To: ohrrpgce@lists.motherhamster.org
Subject: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you
switch to another window and then switch back.
From: Jay Tennant hierand...@crazyleafgames.com
Sent: Monday, May 02, 2011 2:15 PM
From: bugzilla-dae...@ravenwest.dreamhost.com
Sent: Monday, May 02, 2011 10:41 AM
To: ohrrpgce@lists.motherhamster.org
Subject: [Ohrrpgce] [Bug 858] gfx_directx in custom very slow after you
switch
From: James Paige b...@hamsterrepublic.com
Sent: Monday, May 02, 2011 3:52 PM
On Sun, May 01, 2011 at 08:18:25PM -0700, Jay Tennant wrote:
From: subvers...@hamsterrepublic.com
Sent: Sunday, May 01, 2011 10:00 PM
jay
2011-05-01 19:58:57 -0700 (Sun, 01 May 2011)
214
From: Ralph Versteegen teeem...@gmail.com
Sent: Friday, April 29, 2011 5:38 AM
On 29 April 2011 07:03, subvers...@hamsterrepublic.com wrote:
jay
2011-04-28 12:03:29 -0700 (Thu, 28 Apr 2011)
227
gfx_directx: v1.14
-More information is reported in the debug texts for initialization.
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, April 28, 2011 4:39 AM
On 27 April 2011 18:24, Jay Tennant hierand...@crazyleafgames.com wrote:
From: subvers...@hamsterrepublic.com
Sent: Wednesday, April 27, 2011 1:19 AM
jay
2011-04-26 23:19:44 -0700 (Tue, 26 Apr 2011
From: Ralph Versteegen teeem...@gmail.com
Sent: Thursday, April 28, 2011 6:27 AM
On 28 April 2011 05:57, Jay Tennant hierand...@crazyleafgames.com wrote:
From: subvers...@hamsterrepublic.com
Sent: Wednesday, April 27, 2011 12:54 PM
jay
2011-04-27 10:54:05 -0700 (Wed, 27 Apr 2011
From: subvers...@hamsterrepublic.com
Sent: Wednesday, April 27, 2011 1:19 AM
jay
2011-04-26 23:19:44 -0700 (Tue, 26 Apr 2011)
271
gfx_directx: Fixed hyperspeed keypresses. Removed NumLock requirement for
NumPad keys to work right. Fixed L/R Shift issues. Toggle keys report their
actual
From: subvers...@hamsterrepublic.com
Sent: Wednesday, April 27, 2011 12:54 PM
jay
2011-04-27 10:54:05 -0700 (Wed, 27 Apr 2011)
279
gfx_directx: v1.13a
-DirectX no longer manages the window. On Vista/7, entering full screen mode
then exiting would force the colors to become basic until
From: James Paige b...@hamsterrepublic.com
Sent: Wednesday, April 27, 2011 1:28 PM
On Wed, Apr 27, 2011 at 10:35:32AM -0700, subvers...@hamsterrepublic.com
wrote:
-Added Joystick Config button to Options dialog, but it's disabled for now.
-Updated release notes.
I have been meaning
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, April 26, 2011 9:05 AM
On 24 April 2011 23:06, Ralph Versteegen teeem...@gmail.com wrote:
Wait a minute. if you hold both shift keys, when one is released, the
other still reports being pressed sounds correct. What's the actual
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, April 26, 2011 9:24 AM
I say we are ready to send it off to the beta testers. ;) Prehaps Jay
will apply a fix for the stuck-shift-keys-when-pressing-both-at-once
problem, but it's not necessary to wait for that.
Can we hold off the
From: James Paige b...@hamsterrepublic.com
Sent: Tuesday, April 26, 2011 2:22 PM
On Tue, Apr 26, 2011 at 11:25:05AM -0700, Jay Tennant wrote:
From: Ralph Versteegen teeem...@gmail.com
Sent: Tuesday, April 26, 2011 9:24 AM
I say we are ready to send it off to the beta testers
From: James Paige b...@hamsterrepublic.com
Sent: Tuesday, April 26, 2011 5:42 PM
Shizuma and Pepsi Ranger both report noticeable speed fluxuations in
gfx_directx
Shizuma said that gfx_sdl also seemed to fluxute, but very much less so.
Pepsi Ranger described the fluxuations as speeding
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