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Gamestudio 7.77 public beta #263522
04/30/09 07:09
04/30/09 07:09
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
The new version 7.77 is now ready for public beta test. Download it here:

http://opserver.de/down/gstudio_777.exe

This version contains the new terrain lightmapper, as well as many improvements for shaders and engine functions. WED and MED now use a new graphics library that is Vista Aero compatible.

You can install version 7.77 as an update to your previous Gamestudio/A7.73 version. About installing and using the new features, please read:

http://manual.conitec.net/newfeatures70.htm

Please test everything carefully and if you find a bug, please report it to the bug forum.

Re: Gamestudio 7.77 public beta [Re: jcl] #263530
04/30/09 09:16
04/30/09 09:16
Joined: Jul 2008
Posts: 18
Y
YNG Offline
Newbie
YNG  Offline
Newbie
Y

Joined: Jul 2008
Posts: 18
Thanks jcl. I was lookin forward for this...

Re: Gamestudio 7.77 public beta [Re: YNG] #263531
04/30/09 09:21
04/30/09 09:21
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cool! Thanks JCL! smile

Re: Gamestudio 7.77 public beta [Re: Cowabanga] #263534
04/30/09 09:35
04/30/09 09:35
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
thanks for the update!

not a bug but that caused some trouble for new users back at Turkish community, that the model sf_women.mdl in templates/models directory has an extra vertex, and because of it c_setminmax calculates a large hull.. and unexpected collision behaviour.(it was same in 7.73)


Last edited by Quadraxas; 04/30/09 09:37.

3333333333
Re: Gamestudio 7.77 public beta [Re: Quad] #263535
04/30/09 09:43
04/30/09 09:43
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Thanks for the info. That vertex will be removed.

Re: Gamestudio 7.77 public beta [Re: jcl] #263536
04/30/09 09:58
04/30/09 09:58
Joined: Jul 2008
Posts: 553
Singapore
delinkx Offline
User
delinkx  Offline
User

Joined: Jul 2008
Posts: 553
Singapore
thnx JCL. we alwys wait for the new features.


A7 commercial Team / VC++ 2008 Pro
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Re: Gamestudio 7.77 public beta [Re: delinkx] #263540
04/30/09 10:18
04/30/09 10:18
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Our current project runs fine with this new version.
We'll do further tests to check for bugs.

Regards,
Pegamode.

Re: Gamestudio 7.77 public beta [Re: pegamode] #263549
04/30/09 11:47
04/30/09 11:47
Joined: Jul 2008
Posts: 18
Y
YNG Offline
Newbie
YNG  Offline
Newbie
Y

Joined: Jul 2008
Posts: 18
Is the transformation matrix for entites have been changed? Cause with new A7 my newton car's visual proxy behaves different from the physical one. Seems it gets the roll and tilt angles wrong. Positions and pan are same at both.
EDIT: I tried it with also other physical objects, they behave same as the car.





PS: I use ventilator's Newton 1.53 wrapper and i posted the function below which gets the entity matrix from Newton and applies it to the entity.

Code:
void ent_setmatrix_rb(ENTITY *entity, float *m)
{
	float pan, tilt, roll;
	
	if(fabs(m[2]) > 0.9999) // looking straight up or down -> gimbal lock
	{
		pan = atan2(-m[4], m[5]); // -m[4]?
		tilt = 1.570796 * sign(m[2]);
		roll = 0;
	}
	else
	{
		pan = atan2(m[1], m[0]); // swap?
		tilt = asin(m[2]);
		roll = atan2(m[6], m[10]);
	}
	
	entity->pan = pan * RAD2DEG;
	entity->tilt = tilt * RAD2DEG;
	entity->roll = roll * RAD2DEG;
	
	entity->x = m[12] * METERTOQUANT;
	entity->y = m[13] * METERTOQUANT;
	entity->z = m[14] * METERTOQUANT;
}


Last edited by YNG; 04/30/09 11:49.
Re: Gamestudio 7.77 public beta [Re: YNG] #263552
04/30/09 12:17
04/30/09 12:17
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
No, the entity matrix has not changed as far as I'm aware. But you're using a newton matrix here anyway, not an entity matrix. And I'm not sure if the conversion function you've posted is correct. The engine uses a different function for conversion from an entity matrix:

pan = (180.0 / PI) * atan2(m[0][1],m[0][0]);
tilt = (180.0 / PI) * atan2(m[0][2],sqrt(m[0][1]*m[0][1] + m[0][0]*m[0][0]));
roll = (180.0 / PI) * atan2(m[1][2],m[2][2]);



Re: Gamestudio 7.77 public beta [Re: jcl] #263555
04/30/09 12:33
04/30/09 12:33
Joined: Jul 2008
Posts: 18
Y
YNG Offline
Newbie
YNG  Offline
Newbie
Y

Joined: Jul 2008
Posts: 18
Sorry my bad it doesnt have anything with acknex's entity matrix. But about the newton matrix it gets it from a dll function. And there isn't any problem with all earlier A7 versions, i get this situation only with 7.77. Since i didn't changed the Newton dll and since everything is same; whre might be the problem? I'm confused... :S

An example of visual tire update is like this (its in a loop):

Code:
for (tireId = NewtonVehicleGetFirstTireID (car_joint); tireId!=NULL; tireId = NewtonVehicleGetNextTireID (car_joint, tireId)) 
	{
		dummyEnt = NewtonVehicleGetTireUserData (car_joint, tireId);
		NewtonVehicleGetTireMatrix(car_joint,tireId, m);
		ent_setmatrix_rb(dummyEnt,m);
	}


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