3D Starchart - Teaser 1: Rendering Planets
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ehm, I would be helpful if you posted the exact error message (if there was any). I would have thought if it works on 7 it would work on vista, if you have the .net and xna frameworks installed (see my previous posts)
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Its in Hebrew, do you know Hebrew? Its a typical Error message says “some problem caused the program to shut down…”
Or in other words: “Your windows sucks, go buy a newer one!”
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I’m sorry it doesn’t work for you TheDvDMan, unfortunately I do not know Hebrew but if it is a generic vista error message it doen’t seem helpful anyway. Vista must be worse than I’d thought if it can’t even run normal .NET applications properly.
edit:
Hmm, I just thought of something: Of course this could be a language or font problem (and wouldn’t be the first one, why didn’t I think of that before :-? ).@=Alex=:
Why almost? Seems to be working fine on your screenshot.I would have said that it works on all Windows platforms for which .NET and XNA are available but it seems now that I was too optimistic.
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great job on the object selection code mate. worked like a charm, and was easy to add to to be able to use the left mouse button to select the object.
As i mentioned after doing a quick convert of my app into C# i found that planets and lighting were rendering as they should based on revision 05. I have also intigrated the code changes for the object selection (ie: Revision 06).
I noticed you put in the code i wrote for the costume display, thanks mate, cheers for that. I plan on continuing work on it to allow for editing and saving it, as well as the faction class i am still working on.
anyway wanted to show this new screenshot of my app with the recent code changes, and the full conversion of the app into C#.
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So, I finally uplaoded binaries for 0.0.0.6, hope they work as well as 0.0.0.5 or better.
As usual, dowload here
I did some internal reorganisation so now there’s no more flickering when hovering above systems on the sector map.
You can now turn trade lane rendering on and off by pressing t as well as jumphole and - gate routes with g and h respectively.
The names of objects are no longer displayed in the scene but the name and infocard of a hovered object is shown beneath the sector map@J.Walker:
Looks good, nice to see selection and lighting works. I did some changes but I’m not so sure it’s better now. What you referred to as Revision 06 was actually revision 129 on svn, I updated to 130 just after I built release 0.0.0.6. Just FYI. -
awesome
i will go and integrate the new revision.
cheers.
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Those labels seem to be just a little out of place.
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Works fine for me, Vista Ultimate 64 bit.
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I can run it with XP (Pro SP3).
I’ve attached a new font definition, adding a few more characters (AgencyFB doesn’t have superscript 4, though, bit of a nuisance).
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Hey Adoxa,
thanks for the new font deff. i will check it and then update the svn when i get a chance over the next day here.
cheers.
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OMG I CAN’T BELIEVE ITS POSSIBLE!!
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well good job, fortunately i didnt waste too much time on my own editor.
since my friends and server are gone and my work is useless, i wish you all farewell. -
Nice project. Great to see such interest in developing FL further still after all these years! Using C# .NET and XNA framework to develop your application seems a good way to go about it. Perhaps there is an element of irony in the fact that it was MS who ultimately pulled the plug on this game, and now you are (in a sense) using their own freely available SDK’s and IDE’s to redevlop their game….
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ok some new updates
(Note these updates have not yet been integrated into the svn as yet)
obstbaum has done some code refactoring along with several new classes being added to support object picking.As well as being able to toggle the tradelane lines on or off with the ‘T’ key, toggling jumphole lines on the sector map on or off with the ‘H’ key, and toggling the jumpgate lines on the sector map on or off with the ‘G’ key. (note these updates are available in the current SVN release)
The initial object picking was hover state only but I have extended the code to support left clicking an object and maintaining the bounding box display.
Also added is a zero plane grid that you can toggle on or off by using the ‘Y’ key on your keyboard.
I am currently working on adding in a 3d object translation gizmo (move and rotate).
added a faction parser class to the FLApi that parses the initialworld.ini and empathy.ini files to retrieve full details on the selected faction including proper name, shortname, nickname, empathy rates, and reputation values. (currently working on reversing it to save changes back to the ini files)
i will let you all know when these new changes are available on the svn.
here is a new screenshot of it:
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GPL or gtfo lol
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can you possibly repeat that in plain English. :-?
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GNU Public License (are you releasing your code?) or Get The F**k Out (no, I’m keeping it to myself).
Just a couple of typos: Archetype and Nickname. Where do we get your studio?
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That was… very well put, masternerdguy.
I’m not disagreeing with you, but please don’t be obnoxious.
54/71