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Topics - hytparadisee

Pages: 1 [2]
Feedback / r a f t, please drop by
« on: May 28, 2007, 04:22:47 pm »
I was wondering how did you gather friends to do the testing of Karga for you. It seems to me that all my friends are busy like hell, or are simply reluctant in helping. Any experience in persuading them? ;D

Feedback / SMF help
« on: May 26, 2007, 06:02:46 pm »
I just have my SMF installed ;D and i was wondering where do I find the settings for "enable manual approval of new member registration". Now all my members can be registered without even having an email notification, but i want to handle it manually.

Support / Need help to make jnlp and socket work together
« on: May 25, 2007, 02:43:54 pm »
Simply put, how could I jnlp a game which opens tcp/udp sockets? I read from other sites that the application must be signed. But i am confused. My game contains other third party jars, do I have to sign them also? Or i only need to sign the jar in where the Main class resides.

I tried all kinds of methods but my sockets do not open at all, nor there are any warnings/errors (there are security warning dialogs to prompt you whether to trust the source, if you click yes, still nothing happens)

So Egon, does your "advanced example" in the "news" section contains socket level program code? If yes, how would you jnlp such application? If others have some experience, may I know what I am missing here?

Btw, i jnlped my application using the netbeans plugin for web start.

Edit: Got an AccessControlException, i guess something needs to be configured to bypass it. Anyone can help?

Support / Convert MD2 models to JPCT Native Format
« on: May 11, 2007, 04:52:22 am »
Before I ask. Is it true that loading models in JPCT Native format is much faster than MD2?  ???

Let's say I loaded the model (usually with animation) using Loader.loadMD2(...) and got the Object3D, what should i do next to export it to the Native JPCT format. And once exported, how do i load it back again to get the Object3D for use?

Support / Some questions about KeyMapper
« on: May 06, 2007, 09:03:33 am »
Sorry for being lazy, if this question was asked before, please redirect me, thanks. ;D

I want to know in AWTGLCanvas rendering mode, how key mapping is bound to the AWT components. The real problem I got is that once my input focus goes to other components (such as buttons or textfields), the keymapper can no longer poll the keys pressed from the GLCanvas. Even from the AWT side i can gain by the focus (by using Component.requestFocusInWindow()), the registered KeyMapper (through constructor) still doesn't work anymore. I even tried making a new instance of KeyMapper every time the GLCanvas gains the input but that does not work either.

I think this is because I do not know exactly how KeyMappers work or behave. Some helps needed thanks.

Support / Sorry but I just don't get it.
« on: May 03, 2007, 09:23:14 am »
I read like tons of posts and just can't figure out how do I get a AWTGLCanvas which i can put this canvas into a Frame, and which renders using hardware (the AWTGL refer to the car bench program: mt_opengl.bat). And more importantly, how do i paint the canvas? I can get the canvas from enableGLCanvasRenderer() but apart from that i dunno what to do? And i try to paint using Frame.display(graphics, x, y) but im sure that is software way of rendering, so what about hardware? I dun need detailed explanation of the concept of GL, Software and AWT GL because i should by now understand them from all the posts. Just don't know how to make it work.

Support / Sync network player's location
« on: November 25, 2006, 04:34:43 am »
I would like more experienced people to share their comments on how to synchronize the current location, current action of avatar of other network players, NPCs and other things you think is necessary to make the scene real in a networked game. Any comments are welcome.

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