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Messages - cyberkilla

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News / Re: Beta of 1.15 released!
« on: July 17, 2007, 01:02:26 am »
Wow! I really can't believe how much work you've done on this.

News / Re: Possible downtimes!
« on: July 17, 2007, 01:00:20 am »
I'm gonna be in trouble when I move to php 5:P

Damned pass-by-reference is gone.

I don't know why they disallow that. It's much more efficient for altering a complex array with multiple functions.

News / Re: Possible downtimes!
« on: July 13, 2007, 03:31:28 am »

I better grab that myself :o

Feedback / Re: using JPCT for cartography!
« on: July 11, 2007, 04:12:09 pm »
Is it possible to load it into something like Blender, and use its "Simplify" tool?

It will merge similar polygons, reducing the polycount, but not affecting the quality too much - depending on the zoom level you are intending to use.

Projects / Re: FutureRP
« on: July 11, 2007, 04:09:50 pm »
Thanks! :D

Yeh, you can't do anything without Granny and her vulgar hand gestures on your side ;).

Support / Re: (Urgent) Switching to 3DS for animation
« on: July 10, 2007, 11:13:41 pm »
Yeh, i used zip files, because I already had utilities classes to do it quickly.

Support / Re: Skeletal API
« on: July 10, 2007, 11:12:36 pm »
Great:) It should suffice for now. It is simple enough to understand.

Feedback / Re: using JPCT for cartography!
« on: July 10, 2007, 06:02:37 pm »
Sorry for sounding defeatist there:).

It is possible, but what I meant was that it will take time to make something like that.

Feedback / Re: using JPCT for cartography!
« on: July 10, 2007, 04:13:45 am »
There is no way you can pull that out of thin air:P

You'll have trouble with coordinates, scale, and all sorts :D

Feedback / Re: jPCT getting popular?
« on: July 08, 2007, 04:09:37 pm »
Many guests, but still, well done:)

I think I've seen a few people from my game on here lately too. So nosey:)

Those articles and references to jPCT people have been pointing out are beginning to draw traffic.

Support / Re: How to get demo programs running on Mac
« on: July 08, 2007, 04:30:02 am »
Which is understandable, because all characters are thought through.
Heck, I don't pretend to know everything about the thing, but...

The backslash \ character escapes the character to the right of it, so a path like that would be complicated.

C:\\something\\something\ else\\

"\ " escapes a space.

So, /home/user/file.ext is much better.
I run Ubuntu Feisty, and I'd be glad to help if somebody needs anything tested in Linux.

Also, the filesystem is better, in my opinion.

In windows, you have A-Z of drive letters.

A:\\ is normally floppy, C:\\ normally hdd partition 1, D:\\ & E:\\ normally cd drives.

In linux, every device seems to have a file pointer in /dev folder. These reference the device itself.
You can mount filesystems on a device, and link them to any folder you want.

And, ext3 filesystem is supposed to be so good at managing files that is almost never required a defragmentation - thats why its so rare to find a linux defrag tool.

Projects / Re: DevKit / Level Editor
« on: July 08, 2007, 03:56:42 am »

And, I'm trying to get this working in linux, but I'm having openGL wrapper errors.
Ill report back later.

Projects / Re: FutureRP
« on: July 08, 2007, 02:39:40 am »
Just incase anyone is interested, this is a screenshot of my website project:

Opinions appreciated;)

Support / Re: Skeletal API
« on: July 08, 2007, 02:16:30 am »
Here you go:

I am sorry about the delay, and I realise this example is pretty simple, but time is a luxury I do not have at the moment;)

There is more to the skeletal api than I have shown, and much more potential, but I haven't got round to adding new stuff, because I am not currently working on FutureRP - Codenamed 'Round 4' :P

Support / Re: Skeletal API
« on: July 07, 2007, 11:16:57 pm »
It should be possible. I'd check out how I am doing it in the source code.

I'm almost ready to upload it.

I think ill include the examples in this package to for the sake of it.

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