Current v3 documentation
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mcgrue

This thread is to keep track of the current docs for public use.

Note that there is no comprehensive public documentation at this time.

Presently, you can find a supported function signature list at:
http://vecna.verge-rpg.com/v3vergec.txt

More to come.

Posted on 2004-03-21 21:17:55

reed-1

There's no explanation for those functions. I'll just assume that they work the same as in v2, and fiddle around with the new ones.

Posted on 2004-04-08 17:23:22

Zip

Think I've rather broken the "we are mainly looking for user contribution to the manual, not clever comments" rule on the docs. But with some justification I feel. Delete at will.

Zip

Posted on 2004-06-23 23:20:44

mcgrue

Vecna's actually adding documentation now.

A lot of the reason I haven't personally added docs to functions is that there are a lot of functions I personally haven't used yet (file IO being a very good example). I was hoping vecna and zeromus would be quicker in adding documentation, but alas, nobody likes writing.

However, vecna's writing up a buncha stuff on the map/system vc code section.

And, for your edification, the scan codes are indeed not ASCII, but I believe they're the standard keyboard scan codes. Also, the Color Filter defines are used by, oddly enough, ColorFilter().

Posted on 2004-06-24 00:11:46

Zip

Cool, a bit of verge I've not used, WITH FULL DOCS! Now that I like. Now I just need to find a reason to invert the RGB values of a bitmap in my current project. :)

Glad vec is on the map stuff, I have yet to touch that really, and don't want to until I have to.

Zip

Posted on 2004-06-24 00:49:31

Gayo

Inversion makes for a good "flash" effect if you do it just for a second. That's about it, though.

Posted on 2004-06-26 05:17:54

mcgrue

Inversion when applied to swelling geometric masks can make for a good cheap 'dark energu attack' animation... or at least a good starting point for one. Arcing purple lightning always compliments those ;)

Posted on 2004-06-26 05:55:57


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