Beta release 2.0.0b
Moderator: Moderators
Beta release 2.0.0b
Updated April 4, 2011.
- New "Edit project as xml" feature (for making project wide changes, better overview, search and replace etc)
- The bitmap preview panel is now larger by default
- New BitmapNoise component by Kattle
- The noise-functions in scripting now works correctly over the zero-coordinate
- Fixed bug with render text sometimes displaying garbage characters
- Fixed bug with fog not working
- DLLs are unloaded when app preview stops.
- Sine waveform for audio
- MouseWheel property on Application component to read the state of the mousewheel
- DesignDisable-property to disable component in designer
- Collisionbounds can be displayed using the new "Bounds" checkbox on the model-page
- DisableShader and DisableFBO check boxes to see what the project looks like on hardware that does not support OpenGL shaders or FBO:s
- MeshLoad-component now only refresh the source mesh when necessary
- Log2-function in scripting
- Rotation order changed from ZYX to XYZ (see discussion)
- Scripting enhancements
- Sample components
Download the beta here:
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- New "Edit project as xml" feature (for making project wide changes, better overview, search and replace etc)
- The bitmap preview panel is now larger by default
- New BitmapNoise component by Kattle
- The noise-functions in scripting now works correctly over the zero-coordinate
- Fixed bug with render text sometimes displaying garbage characters
- Fixed bug with fog not working
- DLLs are unloaded when app preview stops.
- Sine waveform for audio
- MouseWheel property on Application component to read the state of the mousewheel
- DesignDisable-property to disable component in designer
- Collisionbounds can be displayed using the new "Bounds" checkbox on the model-page
- DisableShader and DisableFBO check boxes to see what the project looks like on hardware that does not support OpenGL shaders or FBO:s
- MeshLoad-component now only refresh the source mesh when necessary
- Log2-function in scripting
- Rotation order changed from ZYX to XYZ (see discussion)
- Scripting enhancements
- Sample components
Download the beta here:
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- Attachments
-
- display collision bounds
- collision_bounds.png (32.29 KiB) Viewed 40586 times
-
- xml editor
- zge_xml_editor.jpg (99.13 KiB) Viewed 40922 times
Last edited by VilleK on Mon Apr 04, 2011 7:25 am, edited 18 times in total.
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
tile noise noise
Some more cool additions,. Noise is sweet! there seems to be an artifact in the tileing though,.
also;
Wondering if there is a way to set the fog color? I tryed adding this;
to setup the fog color, to no avail,. . well looks cool with black for darkness anyway.
also;
Wondering if there is a way to set the fog color? I tryed adding this;
Code: Select all
void glFogfv(int Name, float Value,float Value,float Value,float Value){}
iterationGAMES.com
Hi jph,
There's no way to set the Fog Color through the opengl32 extension right now. The glFogfv function expects a pointer ( or object / array ) to a vector that holds the color data, so your function just passes a 128-bit pointer of which the address is incorrect.
I could have sworn I already mentioned this though
K
There's no way to set the Fog Color through the opengl32 extension right now. The glFogfv function expects a pointer ( or object / array ) to a vector that holds the color data, so your function just passes a 128-bit pointer of which the address is incorrect.
I could have sworn I already mentioned this though

K
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
fog fix may have broken the RenderOrder=>depthSorted ?
Cool,. the new noise is great now! The xml view may be very usefull,. and it is just cool to have it in the editor.
I think the fog fix may have broken the RenderOrder=>depthSorted on the model. See attached,. (have to look through a demon to one behind.) I tried leaving the fog off, but it still happens, in the beta the transparent parts block the background. Otherwise the fog 'darkness' addes a great deal to my little doomed project. It is shaping up nicely,. . going to work on better dungon generation,. add some ammo, health packs, etc.,. then sounds.
I think the fog fix may have broken the RenderOrder=>depthSorted on the model. See attached,. (have to look through a demon to one behind.) I tried leaving the fog off, but it still happens, in the beta the transparent parts block the background. Otherwise the fog 'darkness' addes a great deal to my little doomed project. It is shaping up nicely,. . going to work on better dungon generation,. add some ammo, health packs, etc.,. then sounds.
- Attachments
-
- doomed_006.zip
- 2 .exe to compare,. . (beta vs release)
- (94.57 KiB) Downloaded 1221 times
iterationGAMES.com

You're right jph, it's a bug that has been caused by the camera matrix changes.
@Ville - You've commented out the solution on line 527-528 of ZApplication.pas

K
- Attachments
-
- Striker.zip
- (51.54 KiB) Downloaded 1288 times
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
Many, many years ago I read someones definition of a programmer, which generally stated a programmer rarely writes new code, but rather copies, pastes, and modifies. I think it sprang from the fact that few men, at the time, took typing courses and so the mechanics were a problem.I had no idea how much I use ctr-c ! I am lazy (efficent?) an don't type what I can just buffer,
"great expectations"