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Messages - Builderboy
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451
« on: January 26, 2012, 04:33:42 pm »
Alright everybody! I have a question to ask all of you! I have been implementing ammunition and I have a question. In many FPS games, you have a certain number of bullets per clip, but when you reload without emptying a clip, the bullets you don't use somehow get magically saved instead of thrown out with the clip. You can fire 1 bullet and then reload continuously and you will still use up all of your bullets. Obviously this isn't realistic, but is this a preferred effect anyways?
So the question is in the Poll, save all bullets when you reload, or extra bullets get lost when you thrown out a clip?
EDIT: and yeah I can't add a poll >.< Is there some way to do that?
452
« on: January 26, 2012, 12:36:02 am »
Ah yes, I forgot that you can include the buffer destination with an additional argument. Hmmmm this would indeed be tricky to get right, I fear some new tokens would be the only way.
453
« on: January 25, 2012, 10:59:46 pm »
As long as it isn't variable based mode select, I think the 5th argument should be a valid option, but the problems arise when variables are introduced
454
« on: January 25, 2012, 07:54:29 pm »
It uses the bitshifting instructions as an optimization, so it's exactly the same
455
« on: January 25, 2012, 06:20:28 pm »
It can be done by using *2 to shift to the left and /2 to shift to the right.
456
« on: January 23, 2012, 05:41:14 pm »
Codehacker, Runer knows the difference between pointers and their data, he is remarking upon the fact that A+[XXXX]->A returns an Invalid Token error.
457
« on: January 23, 2012, 01:43:06 pm »
That is a basic part of the shadow engine that is flawed, but you have got me thinking of a way to fix it and make the lighting system in general better! Time to get to work Has anybody seen the new monster yet? EDIT: Ok the new Lighting system is in development and already you can see awesome differences! Below is a before and after screenshot of the same room. As you can see, the shadows cast by the flashlight now actually make sense, in that they aren't too dark, and they only block the light instead of just blindly painting dark over every box. There is a bit of a speed loss, but shadows for all objects can be turned down and off through the shadow quality slider in the options menu. When you turn off your flashlight, all the shadows go away as well, since static lights like the light in the room can't cast shadows on objects like the crates (for performance reasons).
458
« on: January 22, 2012, 11:52:58 pm »
I didn't, I just changed it to a conditional scare. There are a series of possible scares in each level, and only a select few are chosen in each area.
459
« on: January 22, 2012, 10:36:52 pm »
In truth, there is never going to be an explanation In other news however, I just did another small update (no new areas) but I added some new content! There is more gore in the Surgery area, as well as some added scares. In the maintenance area, you can now catch a glimpse of a new monster! The one you were working on Saintrunner
460
« on: January 22, 2012, 12:13:24 pm »
I actually just saw a replay where someone mass dropped 2 immortals against an army of roaches just like in these videos It was amazingly effective
461
« on: January 21, 2012, 03:31:50 pm »
You should have white fire, black fire, and maybe even greyscale fire like in FireFall But it's looking really cool ^^ Do you think the intensity of the fire should be a possible argument?
462
« on: January 21, 2012, 01:24:26 am »
so there'd be the normal X,Y and the forces acting on those are S,T because they're the keys just above.
I do exactly the same Except when it's Basic and we have to use X Z because Y is silly
463
« on: January 20, 2012, 10:58:30 pm »
I think some more important questions are why is he sitting in a chair calmly while there is an evacuation underway? Is he unable to move? And if so, what moved him?
464
« on: January 20, 2012, 10:57:35 pm »
What has science done???
On a more serious note, I can't wait to find out what your secret project is ^^ My best guess is something to do with overclocking, as a backlight and wifi would need *more* power, not just a reliable source of the same power.
465
« on: January 20, 2012, 08:35:58 pm »
Looking through my Nightmare source I am pleased to say that none of my variables were named arbitrarily ^^, although I can't go as far as saying they are completely descriptive Often times I find the variable 'dist' in source code, referencing some kind of distance.
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