Happy Fun Release Day: new and updated stuff inside
by nohbdy · in Torque Game Engine · 09/09/2001 (2:07 pm) · 4 replies
It takes time coming up with those great concise titles, I swear
Anyways, I just uploaded a few things to my site for everyone's downloading and using pleasure:
1) ConsoleDoc has been updated with a few bug fixes and has had variables added bringing the size of documentation output to almost a meg >:) More importantly however, I'm considering ConsoleDoc to "Feature-Complete Enough" which means that the source code for ConsoleDoc is available with the download if anyone wants to mess with that (VC++ 6 workspace too for those of us who use VC6).. There's a few minor console things that could be added but weren't due to me either not understanding exactly what they were for (DepricatedField? huh?), or due to it being a pain to code for very little documentation
2) My GuiCompassCtrl has been updated to fix the weirdness that happened when facing up and down... hopefully this one isn't inverted either.. if anyone is using real data for their terrains/maps let me know if it is so I can fix it.. it probably is :)
3) And for something new, I created a hudTimerCtrl class (derived from Pat Wilson's hudObject's that are going to be included in the next official release and are posted as a resource that you can download now) which can act like a clock, a countdown timer, or just a normal stopwatch w/start stop and pause functionality.. It was based on the hudClockCtrl with some modifications and additions... should prove useful for something (coughRacingGamescough) =)
If you're interested in any of the above go here to download.
And as always, everything's free for use, so enjoy
-nohbdy
Anyways, I just uploaded a few things to my site for everyone's downloading and using pleasure:
1) ConsoleDoc has been updated with a few bug fixes and has had variables added bringing the size of documentation output to almost a meg >:) More importantly however, I'm considering ConsoleDoc to "Feature-Complete Enough" which means that the source code for ConsoleDoc is available with the download if anyone wants to mess with that (VC++ 6 workspace too for those of us who use VC6).. There's a few minor console things that could be added but weren't due to me either not understanding exactly what they were for (DepricatedField? huh?), or due to it being a pain to code for very little documentation
2) My GuiCompassCtrl has been updated to fix the weirdness that happened when facing up and down... hopefully this one isn't inverted either.. if anyone is using real data for their terrains/maps let me know if it is so I can fix it.. it probably is :)
3) And for something new, I created a hudTimerCtrl class (derived from Pat Wilson's hudObject's that are going to be included in the next official release and are posted as a resource that you can download now) which can act like a clock, a countdown timer, or just a normal stopwatch w/start stop and pause functionality.. It was based on the hudClockCtrl with some modifications and additions... should prove useful for something (coughRacingGamescough) =)
If you're interested in any of the above go here to download.
And as always, everything's free for use, so enjoy
-nohbdy
#2
:)
Thanks for the update, on my way to stea.. evaluate your code :)
-edit-
Yes, still inverted, I'll check and see if the fix that was posted will work.
-edit2-
Yes, the:
//Find point on compass that translates to our direction
center.x += mBounds.point.x; //now make center the screen coordinate center
center.y += mBounds.point.y;
cameraRot.neg(); // <--- this flips the orientation, caused by the upside down terrains from bitmaps
Point2F pointA(cameraRot.x * 40, cameraRot.y * 40);
fixes it, however, it still grows out beyond the bitmap compass when you look around.
Just FYI ;)
09/09/2001 (7:00 pm)
Someone posted a fix for your control, did you include it?:)
Thanks for the update, on my way to stea.. evaluate your code :)
-edit-
Yes, still inverted, I'll check and see if the fix that was posted will work.
-edit2-
Yes, the:
//Find point on compass that translates to our direction
center.x += mBounds.point.x; //now make center the screen coordinate center
center.y += mBounds.point.y;
cameraRot.neg(); // <--- this flips the orientation, caused by the upside down terrains from bitmaps
Point2F pointA(cameraRot.x * 40, cameraRot.y * 40);
fixes it, however, it still grows out beyond the bitmap compass when you look around.
Just FYI ;)
#3
But if its in 2d mode the needle shouldn't change lengths regardless of where you're looking
Try playing with the pointA(cameraRot.x * 40,cameraRot.y * 40) line to make the needle smaller or larger if its always the same length just too big or small for your compass (changing the 40s will change the length) or resize your compass until it fits ;)
-nohbdy
09/09/2001 (7:47 pm)
Okay, I put the cameraRot.neg() in there, and it works just fine and backwards.. but, when you say "it still grows out beyond the bitmap compass when you look around." ... not quite sure what you mean by that? Are you using the compass in 2d or 3d mode? (3d mode still kinda sucks, it was an accident that it even worked like that anyway) also, are you using your own compass bitmap? I based the distance on the bitmap included in the zip file, and it should probably either guesstimate a length or put a scale value as a field...But if its in 2d mode the needle shouldn't change lengths regardless of where you're looking
Try playing with the pointA(cameraRot.x * 40,cameraRot.y * 40) line to make the needle smaller or larger if its always the same length just too big or small for your compass (changing the 40s will change the length) or resize your compass until it fits ;)
-nohbdy
#4
When I check the "is3D" option to make it 3D, it actually never grows outside the compass bitmap., only when unchecked, it will grow outside the bmp when I look up.
I tried it with resized control, default size control, still does that.
the "is3D" option looks like it solves the visual problem I am seeing.
09/10/2001 (5:46 am)
Nope, using your bitmap.When I check the "is3D" option to make it 3D, it actually never grows outside the compass bitmap., only when unchecked, it will grow outside the bmp when I look up.
I tried it with resized control, default size control, still does that.
the "is3D" option looks like it solves the visual problem I am seeing.
Torque Owner Josh Albrecht