Type: Posts; User: Wizard of Ass
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Given this is true I really hope they ditch gamebryo.
SimpleDOF ist just a bunch of sprites with a refraction texture, of course Bokeh looks better :v:
Post your code please, there might be other ways to avoid this problem.
I had that issue too, after a game restart it was working fine again, still something that should be looked into as it really slows down developing(given it appears).
Never mind it was resolved.
Disable the default emitter drawing.
Before drawing it manually, push a matrix with the position and rotation of the player.
Pop the matrix after drawing the emitter.
That might work, not too...
Eventually you could just push a model matrix.
I disabled voice_loopback but I guess this doesn't matter.
I am also wondering why this hook is called for the same player, eg. ply1 and ply2 being the SAME player object.
That's pretty retarded in my opinion.
Oh, I copy pasted the above code and the S seemed correct :v:
hook.Call is still being called and all that shit, which is this case causes the major part in run time, this really should be treated differently.
13th June 2013
I'd suggest 2 things here:
Afaik bytecode security is a really huge issue thus it's disabled.
timer.Simple(1, function() self:ActuallyCreatePortal() end)
I always wondered why this hook is called so rediciously often, why not just call it once a player STARTS talking?
Not for people who know what they are doing I assume.
You'd have to implement your own system first that ensures new players get all the data and such.
The only reason I can think you "needing" this specific function is writing another shitty hack. :v:
I already have an idea but, what exactly you need this for? :v:
As for streams there is no method to get it's length as it's a stream, I remember gm_bass working fine with mp3 files though.
Some functions are correct, others are not.
That's p. neat, rather than nil the error code would be a tad better though.
Also, when can we except util function like FFT and volume getters?
Note about the FFT, since the FFT contains a...
You don't know how to use Lua methods, the inside a function the subject is always called "self".
Looks like the blur shader is the problem here.
Try to do.
if(IsFirstTimePredicted()) then ... end
You can detour render.Capture and simply redirect it to a "clean" frame buffer.
My internet crashes when I try to load the stream, what the hell is going on? :v:
You should render the view to a render target put that into a material and then render a polygon(circle) with the material applied.
Coroutines aren't threads:
function coroutine.wait( seconds )
local endtime = CurTime() + seconds
while ( true ) do
if ( endtime < CurTime() ) then return end
You'll need to query the username via the Steam API or some other way.
Yes, afaik you can also set the "speed" of the sound (together with the local player speed) to achieve a proper Doppler effect.
Bass used to play in 2D mode as long you don't set the 3D position, once you do that you cannot switch back, atleast that's how it worked last time I checked.
Will PlayUrl hang the game until it got a connection?
If not please add a callback that's called on success/error.
I am wondering why this happens in the first place, would prefer if he wouldn't have to use these hacks.
To be more precise, rather than updating the alpha value, the renderer seems to use the previous alpha value(in that case rather than setting the alpha to 255 where the prop is is simply uses 0 from...
Just saying that if you gonna implement BASS features, it would be really neat if you could stick the current module functionality(gm_bass maintaned by grocel).
Bass is generally neat, it even has streaming(recording and receiving) capabilities and stuff.
Would it be possible to replace source's sound engine with bass by any chance?
Just once thing I'd find useful personally, could you add a place for the complexity(run time / big O notation) of a function, this could help identifying slow downs etc.
Old code of mine which basically does render a view to a texture.
local TEXTURE_FLAGS_CLAMP_S = 0x0004
local TEXTURE_FLAGS_CLAMP_T = 0x0008
local rt = GetRenderTargetEx("testRT",
GetRenderTargetEx is what you want to use.
Don't send it to server, upload it to a file server or something (using HTTP), it's much faster and has no real limitation.
6th June 2013
Could you eventually add a down sampling option?
You are better off getting your own render target rather than using the screen effect texture, be sure to also allocate a depth buffer.
I'd also like to say that your obfuscation will degrade the performance about the same amount as the readability.
That's the dumbest thing I heard in quite a while, anyone who is decently familiar with how Lua works internally can just write a program that builds the program tree and minimizes the code and makes...
Honestly, that thing sucks, the code size is just ridiculous.
for _, v in pairs(player.GetAll()) do