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Messages - hytparadisee

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61
Feedback / Re: r a f t, please drop by
« on: May 29, 2007, 04:56:48 am »
Do you think incentives will work? Luckily all my testers are nobody but children, which i believe it may work. Sad to say today even kids in my country are just so busy. :'(

62
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

63
Quote
Documentation should have many examples, which would show how to use JCPT in practice.

I do not completely agree with you. As my personal experience, the number of examples doesn't matter. And that is exactly why I came back to here from JME. JME has a full bunch of good examples, tutorials and tips and tricks on how to use JME. But after going through all the tutorials, looked through all the samples, and posts on the forums, i cannot even setup a robust collision detection system. And if you looked through the forum, there is not even any meaningful posts about collision system.

I my opinion, the engine itself is more important. JME, until now, doesn't have an easy to use collision system (i don't mean they don't have, they can detect collision for you, but how you put your objects, your own task!). In terms of support and service, other engines have much documentation, but not enough to setup a game as easy as the two examples given by Egon; other engines have numerous posts in the forums, but many left unresolved or at best, linked to a scholarly paper, which you are left to do the implementation.

I do have the initial feeling like you - why the support & document just don't seemed enough. But now i come the understand. The reason is not because the support is no good, but because i am to noob. It takes some time to get used to it.

Anyway, need help, just post. There are many people who walked thus far, and who are willing to push us forward.

Cheers.

64
Support / Re: scaling an object with animation
« on: May 27, 2007, 07:01:43 pm »
I was also wondering about it. I don't see this problem also, but i use md2 chars, not 3ds mesh sequences.

65
Support / Re: scaling an object with animation
« on: May 27, 2007, 05:34:45 pm »
i dun quite get you. do you mean that when the mesh is scaled down, the animation runs faster / slower like that? ;)

66
Feedback / Re: SMF help
« on: May 27, 2007, 11:58:56 am »
Thanks Egon, exactly over there.

So there IS a difference between setting the captcha complexity level to "high" than "medium", isn't it?

I dun see much difference? Will bots really interpret them with difficulty at "high" complexity? Perhaps because i'm human ;D

67
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.

68
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?

69
Support / Re: Problems creating an executable jar
« on: May 18, 2007, 05:52:35 am »
JARMaker is another good option, if you want to distribute jar without a native launcher. If has more than that also (Im not advertising), such as webstart JNLP, applet, and JAR signer, so it's a kind of one-stop solution. I use it to jar third party components that is only distributed in .class files. So hope this helps.

The link

http://www.download.com/JAR-Maker/3000-2417_4-10588877.html

A shot from the internet


70
Support / Re: Problem receiving data from a Socket.
« on: May 16, 2007, 05:11:10 pm »
Quote
1.- Is there anyway to convert ansi to unicode o something?

No idea how to do that exactly. You might go in the direction of CharSet or Encoding in java??

71
Support / Re: Support for UVW Angle?
« on: May 15, 2007, 05:08:35 am »
Sorry I am also very worried about this. But I do not totally understand how you solve this problem. Is it like I should not use the UVW angles in the material editor in MAX? If not, where to I set the values to rotate a texture correctly? Perhaps one of the modifiers?

A detailed explanation is much appreciated, cos I'm kinda freak reading English. ;D

Edit: Hey you're using laptop to make games also!

72
Support / Re: Convert MD2 models to JPCT Native Format
« on: May 11, 2007, 11:02:52 am »
So we can save our models like that? At first i thought JPCT has its own xml file format (like jME).

73
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?

74
Support / Re: Some questions about KeyMapper
« on: May 10, 2007, 07:43:52 am »
I forget to mention that I do try to force a change of focus back to the canvas by calling requestFocus() or requestFocusInWindow() when a mouse is clicked on the canvas. That one doesn't work either. And actually i believe this is not really necessary because my own way of directly listening on KeyListener events does not use the above-mentioned methods, the focus is auto gained when the canvas receives a mouse click.

75
Support / Re: Some questions about KeyMapper
« on: May 09, 2007, 04:29:30 pm »
I don't have time to write a test case atm (the thing is from a quite fat project im working). But the only difference is how I get notified by the key events. For the keymapper, it is polled on every update like:

Code: [Select]
        public void run() {
            while (!exit) {
                if (!idle) {
                    // blah blah blah                       

                    // I polled my key here using MeyMapper.poll()
                    // but once the focus is lost, it will never return a valid
                    // key stroke except KeyMapper.NONE
                    KeyState ks = keyMapper.poll();
                    // Process it here
                    poll(ks.getKeyCode(), ks.getState());

                    render();
                } else {
                    // sleep for a wile
                    try { Thread.sleep(500); } catch (Exception ex) { }
                }
            }
        }

For my way, I just implement KeyListener, and add it to the canvas

Code: [Select]
...
Canvas ret = buffer.enableGLCanvasRenderer(IRenderer.MODE_OPENGL);
ret.addKeyListener(this);   // this implements KeyListener

// then process
public void keyTyped(KeyEvent e) {}
public void keyPressed(KeyEvent e) {
    poll(e.getKeyCode(), true);
}
public void keyReleased(KeyEvent e) {
    poll(e.getKeyCode(), false);
}

The latter works when the focus is lost and regained (e.g. i click on a button outside the panel in the same frame then click back again), but unfortunately not the former. Anyway it works for me perfectly at the moment. Perhaps next week I can get time for some test case to reproduce the problem. ;D

oops: almost forgot: I instantiated my KeyMapper like this:

Code: [Select]
keyMapper = new KeyMapper(this);  // where "this" extends JPanel
I also tried to use:

Code: [Select]
keyMapper = new KeyMapper(canvas);  // where "canvas" extends AWTGLCanvas??
And I also tried to use:

Code: [Select]
keyMapper = new KeyMapper(getTopFrame());   // where getTopFrame() traverses the top level frame this canvas resides in
I even tried to destroy and recreate keymapper when the focus is lost and gain, but no matter what, none of the above solution works. Therefore, if I click on something else and click back to the panel again, the keys do not work anymore.

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