DruggedBunny

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Viewing 15 posts - 271 through 285 (of 347 total)
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  • in reply to: Is there a example of loading a b3d model #11640

    DruggedBunny
    Participant

    Oh, you need to import mojo3d-loaders as well as assimp, see if that works:

    in reply to: Is there a example of loading a b3d model #11639

    DruggedBunny
    Participant

    Wait, the docs do mention these, but under mojo3d:mojo3d.graphics -> Extensions, rather than Entity itself, which is really confusing! I guess the editor isn’t taking the extended version into account for autocomplete purposes.

    in reply to: Is there a example of loading a b3d model #11636

    DruggedBunny
    Participant

    Not sure if B3D is supported, but Models are Entities that include mesh and texture data (and more), same as Cameras and Lights — meshes are just the model’s mesh data, not Entities.

    They use the same movement/rotation methods as Cameras, Lights and other Entity objects:

    That’s slightly different to Blitz3D, in that models were referred to there as Entities, and now they’re sort of clarified as a separate thing

    It was Lights, Cameras and Models-called-Entities in Blitz3D, despite Lights and Cameras being Entities as well, so this sort of makes more sense!

    Entity is the base class, whereas Lights, Cameras and Models are the objects you’d actually use in practise, which have all the properties of Entities.

    That said, the Entity docs don’t seem to mention Move, Turn, etc, and they don’t appear in the auto-complete either, presumably as a result of whatever makes them missing from the docs!

    in reply to: Help wanted with mojo joystick code! #11603

    DruggedBunny
    Participant

    Working fine here on ‘7 with X360 wired controller and XB1 wireless controller — can plug/unplug repeatedly, get picked up right away and correctly noted as not present when disconnected. Both working at once.

    (Realised my 360 wireless controller doesn’t have PC interface, duh.)

    bananas\GameController looks like same thing to me, but same results there anyway!

    in reply to: Help wanted with mojo joystick code! #11596

    DruggedBunny
    Participant

    I’ll have a go later, though I’m on 7 and only have a few Xbox360/One wired and wireless pads to try.

    in reply to: [SOLVED] Can't install Monkey 2 on Windows 10 #11562

    DruggedBunny
    Participant

    Pyro2 is available for Monkey2, and it’s free:

    http://playniax.com/#products

    Not sure how similar they are, but both by Playniax!

    in reply to: Flagged by BitDefender #11511

    DruggedBunny
    Participant

    It seems not to be an isolated case: http://monkeycoder.co.nz/forums/topic/prebuild-exe-file-missing/

    I wonder if it might be worth running the itch.io releases through something like VirusTotal so as to give a wider view of virus test results for peace of mind. (You’d link to the results page, like I’ve done below.)

    You can see some VirusTotal output results linked from here (some simple GTA V mods I wrote):

    http://hi-toro.com/gtbunnymods/

    (These mods will be no use on current GTA V versions, by the way, though source is included for anyone interested!)

    Usually, you’ll get 1 or 2 false positives for almost any file, but when only 2 of 55 virus test results give “gen*” (generic) results, it’s pretty easy to see that a file’s safe.

    I’ve only ever uploaded one file at a time (zip in this case), so haven’t ever used the API for uploading thousands of files like you’d probably have to do for Monkey2 (though possibly it updates the hashes for all executables in an archive?) — might be worth a look anyway.

    I imagine it would be slow as f’ though!

    in reply to: Prebuild exe file missing #11418

    DruggedBunny
    Participant

    Woo-hoo! Glad that was it anyway.

    in reply to: Prebuild exe file missing #11413

    DruggedBunny
    Participant

    Just tested and it’s present and working here.

    That sounds more like the activity of an anti-virus program ‘quarantining’ it if the executable appears and then disappears.

    in reply to: Component system for Mojo3D #11207

    DruggedBunny
    Participant

    Thanks for the in-depth explanations, chaps! Basically get it now, though I suppose proper understanding will just comesdown to how it’s applied in real-world programs.

    in reply to: Component system for Mojo3D #11176

    DruggedBunny
    Participant

    Can somebody dumb-down “components” for me? I’ve seen reference to component systems done in Blitz before, but never really grasped what they are/do, and I don’t get what they’re actually doing in these examples…

    in reply to: Accelerometer class with low pass filter #11084

    DruggedBunny
    Participant

    I’d really like to see someone implement the Kalman filter! I’ve thought for some time that this would be great for network lag prediction. Could be wrong, but it seems like it would work well — I gather it’s used in a lot of robotic/automated applications for similar purposes.

    All the implementations on Github are completely impenetrable and I couldn’t figure out how to transfer them!

    (This does look like a very useful piece of code, BTW, Anatol!)

    in reply to: Insectoids #10904

    DruggedBunny
    Participant

    I think the monkey should be outlined if the text is — looks kind of inconsistent to me.

    in reply to: Insectoids #10887

    DruggedBunny
    Participant

    Insectoids is quite jerky for me in Firefox, while the ducks demo runs smooth as silk — made sure I only had the Insectoids tab running anything, too, still the same.

    in reply to: Bug: Full Screen at the start #10858

    DruggedBunny
    Participant

    Confirmed same here — 1.1.0.7 itch.io version.

    Screenshot shows uncleared grey area, too, which goes away when windowed/re-fullscreened.

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Viewing 15 posts - 271 through 285 (of 347 total)