Beta release 1.9.6b

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VilleK
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Beta release 1.9.6b

Post by VilleK »

This version is released as 1.9.6

---------------

Hi,

Here is beta version 1.9.6b (Updated February 27)

http://www.zgameeditor.org/files/ZGameEditor_beta.zip

NOTE: Linux and Mac runtime builds not included. You cannot use the binaries from the previous version, it won't work.

NOTE: If you use this version you should be aware that the features may not fully work and that they can be changed or even removed in a later release.

Features:

- Floating point values are now always displayed with decimals so that it is easier to see if a integer or floating point value is expected.
- Bugfix: "when I use shift-delete the preview gets locked/unlocked on the component next to the one I just deleted."
- Bugfix: "bitmaps and meshes are not updated when I paste something inside it's producer."
- Uncompressed exe-files are generated without overlays. This is to avoid false positives from virus-scanners.
- New components: MeshCombine and MeshLoad. See notes below.
- Bugs with integers in script fixed. See notes below.
- Multiselect in project tree. This allows you to copy, delete and drag-drop multiple components at once. Limitation: you can only select "sibling" nodes on the same level of the tree. Use shift and ctrl-keys to select just like you would in windows file explorer.
- "Undo delete" functionality. If you accidentally delete a component you can now undo this operation.
- Preview of AppState-components. If you select a AppState-component in the project tree it will be shown in the preview-window (the onrender-commands will execute).
- "Add from library" functionality. See notes.
- Meshes are rendered using OpenGL Vertex Buffer Objects extension (VBO). (meshes with >1k triangles only)
- Implicit evaluator lowered iterations to 4 for improved performance.
- New property App.EscapeToQuit, disable this to stop esc from exiting your game. Then use new "quit()" script function instead. Catch escape-keypress with CharCode 27.
- Subtract bitmaps.
- Bugfix for materials.
- Joystick/gamepad support with three new functions joyGetAxis(joyId,axisNr), joyGetButton(joyId,buttonNr) and joyGetPOV(joyId). See attached example for demo.

When using literal values in scripting such as "1" they are by default determined to be integer values. So "10/3" will compile to a integer division with the result 3. To force floating point division in you can type "10/3.0" or "10/3f" instead.

MeshCombine is a mesh-producer that add together two meshes (adds all the triangles). So it takes two inputs from the producer-stack and generates a new one. This can be used as an alternative to having several RenderMesh-commands in a Model.OnRender-list for improving render performance.

MeshLoad loads a copy of another Mesh on to producer-stack. Example: you have a large mesh imported from a 3ds-file and you want to display this mesh in many different variations without importing the mesh again. So you import it once, then use MeshLoad to load it into other meshes for further transformations with meshexpression.

"Add from Library" is a new function on the tree menu. This allows you to quickly insert one of predefined components which should improve productivity and make it easier for new user to add content. The components are defined in the file Library.xml which can be opened in the editor. So currently I've added some bitmaps and meshes from the tips and tricks forum. I'm hoping we can work together and add more to a standard library that will evolve over time. If we add many components then this feature is probably better as a popup-dialog instead being menu-based. Another possibility (that is not yet implemented) is to also have a user-defined library, so you can have your personal common used components in a UserLibrary.xml, and add more with a simple "add to library" menuitem.


Please report any problems, thanks!
Attachments
JoystickTest.zgeproj
joystick example
(2.03 KiB) Downloaded 553 times
Last edited by VilleK on Wed Mar 04, 2009 1:17 pm, edited 6 times in total.
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Post by VilleK »

Here is a small example that use the new MeshLoad and MeshCombine components.
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MeshTest.zgeproj
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Post by jph_wacheski »

haha, you been busy eh!
Some fine new features,. the mesh load and combine are very cool,. I assume they will maks some things more efficent when rendering,. one odd thing I see is that they both have scale boxes in the editor however the values seem to be ignored,. .
the multi-select in the tree is great! thanks for that. It will save me loads of time as I am always restructuring stuff,. poor planing! lol.
preview of states is also going to make my life easier too,. any chance of expanding that to model states too?
and the library setup looks just right to me,. I will build up some of the structures I use often and submit them,. perhaps a thread or pined topic in tips and tricks,. Great stuff Ville,. I should finnish researching pimps,. er,. e-commerce solutions,. best I have found would be -$0.75 on the 4.99 price,. not too bad for all major languages and payment methods on the planet!
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Post by kattle87 »

God bless you, Ville! :D
I am currently planning of trying out some stuff in the upcoming 2 hours, and maybe in the next days.
I have had a temperature this weekend and two exams yesterday and this morning... I'm kinda busy too :P
In the fall of 1972 President Nixon announced that the rate of increase of inflation was decreasing. This was the first time a sitting president used the third derivative to advance his case for reelection.
-=Hugo Rossi=-
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Post by VilleK »

Beta updated today with the new VBO-renderer.
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Post by VilleK »

Just a small update today that fix the problem with rendernet-component not working correctly after I added vbo-support.
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material bug,.

Post by jph_wacheski »

there is some strangeness going on with the material component,. not sure how to describe it., just largly random strangness when using the bitmaps above slot one,. it comes in on the rotation, the mirroring, etc.
looks to me like the values from one material are swaping/mixing? with the values of the other,. when useing bitmap in slot two.

In this example try; adding the bitmap on slot two on material1 and see the change in material two,. it is even harder to figure what is happening as the results vary from editor to actual build tests,. try hitting run now, material one is blank??

with this little setup perhaps we can figure it out though,.
Attachments
materials_BUG_tester.zgeproj
tester here,.
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Post by VilleK »

Yep, I found some strange behaviour with materials and I think I can fix it. Thanks for reporting.
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Post by VilleK »

Small update today, see first post for details.
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Ville is the bestest!

Post by jph_wacheski »

Thanks for these!! 8)
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Post by VilleK »

Updated with joystick/gamepad-support, see first post for details.
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Kjell
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Post by Kjell »

Yay~

Tested and working :)

Some questions about how the joysticks are handled internally now. How / when are "joystick handlers" created? Seems like even when I don't have a joystick attached it still reads out values, although when you plug one in then axes don't function correctly ( no problem though, just make sure to plug in all joysticks before starting ). And are you using DirectInput ( not XInput / MMSystem )?

Great job ~
K
Last edited by Kjell on Fri Feb 06, 2009 8:37 pm, edited 1 time in total.
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Post by jph_wacheski »

jup, your demo works for me too,.

only thing missing for me is POV,. strangly the 360 controler's d-pad is hooked to the POV inputs,. I belive it reads for 0,90,180,270. I have no idea why they just didn't use buttons,. but, if it is at all possible to add POV reading those of us with 360 controlers would appreciate,. but mostly I'm after the sticks of course any how ;)

I suppose there is a way to use the PS3 wireless with the PC as well? although I have not tryed yet.,

very cool! I will see if I can get lockOn working with this..
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Post by Kjell »

Hi jph,

POV is the correct way of dealing with D-Pads, it's Sony that's being weird ( although the Playstation's D-Pad design doesn't really allow for anything more then 2 axis / 4 buttons / 8 angles ) :wink: The D-Pad on new & improved 360 controller for example can detect 32 angles instead of 8 .. would be silly to use individual "buttons"/states for that.

K
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Post by VilleK »

I went with mmsystem because it seems to be good enough and also result in less code compared with directinput. I currently only have a ps2-controller connected and since it doesn't use POV that's why I didn't think of it. It should be easy to add a joyGetPov-function. Looking forward to playing a gamepad-enabled lockOn2 jph :)
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