Damn those entities...
Displaying 1-11 of 11 total.
1
rpgking
|
This is something in WinV2 that is really annoying me since I can't find a solution. It's the problem of entities jumping around after I temporarily halt entity processing to do something like display a textbox. In the past, people have told me to try setting the timer to 0. This did not work. I could probably do this by recording each entity's position and putting them back in the right spot, but that seems like too much effort for something like this. Is there any easy solution to this?
Posted on 2003-05-21 21:10:58
|
Omni
|
You can't fix it, it's just a quirk where the timer compensates for controls pressed in the first few milliseconds after the Verge engine gains control back from the interpreter. Now, you wouldn't have this problem if you created a made-from-scratch movement engine (since it's all interpreted and you can control the timing) but then nobody wants to do that, do they? :)
It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.
Come visit www.verge-net.com!
Posted on 2003-05-21 21:24:34
|
rpgking
|
The only reason I wouldn't do that is that it seems impractical to code a whole movement system in VC. And that is extra, unnecessary processing. The engine is already processing entities itself, and a custom movement engine in VC would cause 2 entity process to be run at the same time...
Posted on 2003-05-22 02:16:40
|
Omni
|
There are two separate processes for processing the player and processing the entities that must be run regardless of whether you are using the hardcoded movement or a custom movement engine.
It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.
Come visit www.verge-net.com!
Posted on 2003-05-24 11:52:45
|
rpgking
|
That would be true if you ran your movement engine in a loop(atleast the processing entities part).
But if you hookretraced it, the entities would still be processed by the engine regardless. If I made a movement engine within a loop, it would screw up other scripts of mine that are hookretraced.
Posted on 2003-05-25 20:33:55
|
Ear
|
...
- Ian Douglas Bollinger
Posted on 2003-05-27 19:39:02
|
grenideer
|
The way to stop this is to stop the entities (or pause them). Changing their moving value would make sense but it doesn't really work. But setting their speeds to 0 (in Winv2) or to 9 (in DOS v2) sure stops them. Plus, fixing the timer works with it.
----------------------------------------------
void PauseEntities()
{ //stops all entities from moving until UnpauseEntities() is called, for menus and textboxes
If (entpaused) { Return; } //if entities are already paused, calling this again will overwrite stored speeds
entpaused=timer+1; //show that entities are paused and hold timer value
//for some reason, !entpaused will still be true if it only holds timer, so I am adding a 1
For (i=0; i
Posted on 2003-05-28 14:33:28
|
grenideer
|
void PauseEntities()
{ //stops all entities from moving until UnpauseEntities() is called, for menus and textboxes
If (entpaused) { Return; } //if entities are already paused, calling this again will overwrite stored speeds
entpaused=timer+1; //show that entities are paused and hold timer value
//for some reason, !entpaused will still be true if it only holds timer, so I am adding a 1
For (i=0; i
Posted on 2003-05-28 14:34:21
|
grenideer
|
this is weird. let's try that code again:
void PauseEntities()
{ //stops all entities from moving until UnpauseEntities() is called, for menus and textboxes
If (entpaused) { Return; } //if entities are already paused, calling this again will overwrite stored speeds
entpaused=timer+1; //show that entities are paused and hold timer value
//for some reason, !entpaused will still be true if it only holds timer, so I am adding a 1
For (i=0; i
Posted on 2003-05-28 14:36:28
|
rpgking
|
Could you e-mail your code to rpgking@hotmail.com?
Or post it at http://dwl.sourceforge.net, in the messageboards? That may help, as your code was cut off :D
Posted on 2003-06-02 03:50:09
|
rpgking
|
n/m. I got it to work. Thanks for the idea ;)
Posted on 2003-06-02 21:23:34
|