Jump to content
  • Advertisement

3T

Member
  • Content Count

    36
  • Joined

  • Last visited

Community Reputation

122 Neutral

About 3T

  • Rank
    Member
  1. 3T

    Quake 3 HUD

    Quote:Original post by niteice Strange....are you sure your VM/DLL is even being used by the game instead of the original? No. So far I have only made changes to the GAME project and it picks up that DLL fine. This is the first time I have changed something in CGAME, so it's possible it's not picking it up, although I can't see why as I have done the same as the other DLLs.
  2. 3T

    Quake 3 HUD

    Quote:Original post by niteice I can't test this, as I'm currently rewriting the HUD code to be properly scripted, but it seems you could just comment out the sections of CG_DrawStatusBar labeled "health" and "armor"... That's what I did, but it still displayed them.
  3. 3T

    Quake 3 HUD

    Quote:Original post by niteice For Q3 or Q3:TA? What code did you comment? If it's TA, did you try editing the scripts? It's not TA.
  4. 3T

    Quake 3 HUD

    Hi I have the Q3 sourcecode and I'm trying to customise the HUD, firstly by removing the Health + Armour indicators, but they won't go!! The only places that I can see that draw the HUD parts are in the CGAME project in cg_draw.c and cg_newDraw.c. I have tried commenting out the code in these files and yet the HUD is still drawn! Any help would be greatly appreciated.
  5. Hi I have a DLL written in C++ (VS 6) and a VB6 application which references this DLL. There is a method in the DLL which is called by the VB6 application, and this method takes a long time to execute. Whilst it is executing, the VB app is unresponsive. This is not the desired behaviour. I want it to work so that when VB calls the method in the DLL, the DLL kicks off a new thread to do the work, and the original returns immediately to VB. The problem is I have no idea how to do this. Also would it be possible for the DLL thread to call a method in the VB app when it has finished? Any help will be greatly appreciated. Tom
  6. Quote:Original post by DaBookshah Hint: Visual studio 2005 Express is free. There are even offers that let you get standard free, I think. I use VS 2005 at work, and I hate it. Not the IDE, but the .NET framework. Even if I did use it, how would it help with my problem?
  7. If I have a C++ class containing methods, and there are thousands of instances of this class created when the program is run, will each instance's methods use up memory? I.e. Would it be better to implement large methods (that operate on an instance) outside of the class to save memory? Or are class methods only stored in memory once? Thanks!
  8. Hi I have a DLL written in C++ and a VB app which uses this DLL. The VB app calls 2 functions in the DLL: sendMessage(...) and getMessage(). The sendMessage() function can take some time to execute, and the VB app waits for it to finish before continuing with it's own execution. I need the getMessage() function to be called during the sendMessage execution from the VB app. I presume I would need to use threading to achieve this, which I know nothing about. Maybe it should work like this: VB calls sendMessage() function. The DLL starts a new thread and passes this operation to the new thread. The main thread then returns to VB immediately. Whilst the new thread is busy executing the operation, VB can call getMessage() and the main thread will handle this request. Any assistance would be greatly appreciated :) P.S. I'm using Visual Studio 6.0 on Windows XP.
  9. I'm still having problems with it. It's caused by the DrawSubSet(int) method in directx. If I comment this line out, everything works fine (except the X model is not displayed).
  10. Here is a screenshot: http://www.geocities.com/thomasmoore10/dx.jpg I tried setting the material but it makes no difference.
  11. I am using a framework I have been given. Here is the part which draws the mesh (the problem only occurs when this method is called): void DisplayMesh(Mesh PassedMesh) { D3DXMATRIX rot_matrixx; D3DXMATRIX rot_matrixy; D3DXMATRIX rot_matrix; D3DXMATRIX trans_matrix; D3DXMatrixRotationY(&rot_matrixy,PassedMesh.roty); D3DXMatrixRotationX(&rot_matrixx,PassedMesh.rotx); D3DXMatrixMultiply(&rot_matrix,&rot_matrixx,&rot_matrixy); D3DXMatrixTranslation(&trans_matrix,PassedMesh.posx ,PassedMesh.posy ,PassedMesh.posz); D3DXMatrixMultiply(&DX_structure.MatrixWorld,&rot_matrix,&trans_matrix); DX_structure.D3DDevice->SetTransform( D3DTS_WORLD, &DX_structure.MatrixWorld ); for( DWORD i=0; i<PassedMesh.g_dwNumMaterials; i++ ) { DX_structure.D3DDevice->SetMaterial( &PassedMesh.g_pMeshMaterials ); DX_structure.D3DDevice->SetTexture( 0, PassedMesh.g_pMeshTextures ); PassedMesh.g_pMesh->DrawSubset( i ); } } Here is the part which draws the other objects: void DisplayItem() { D3DXMATRIX rot_matrixx; D3DXMATRIX rot_matrixy; D3DXMATRIX rot_matrixz; D3DXMATRIX rot_matrix; D3DXMATRIX rot_matrix2; D3DXMATRIX trans_matrix; DX_structure.D3DDevice->SetStreamSource( 0, sprite, 0, sizeof(CUSTOMVERTEX) ); if (!ShowOnScreen) return; DX_structure.D3DDevice->SetRenderState( D3DRS_ZENABLE, FALSE ); D3DXMatrixRotationY(&rot_matrixy,rotY); D3DXMatrixRotationX(&rot_matrixx,rotX); D3DXMatrixRotationZ(&rot_matrixz,rotZ); D3DXMatrixMultiply(&rot_matrix2,&rot_matrixx,&rot_matrixy); D3DXMatrixMultiply(&rot_matrix,&rot_matrix2,&rot_matrixz); D3DXMatrixTranslation(&trans_matrix, positionX, positionY, positionZ); D3DXMatrixMultiply(&DX_structure.MatrixWorld,&rot_matrix,&trans_matrix); DX_structure.D3DDevice->SetTransform( D3DTS_WORLD, &DX_structure.MatrixWorld ); ... DX_structure.D3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 ); DX_structure.D3DDevice->SetStreamSource( 0, DX_structure.D3DVBBackDrop, 0, sizeof(CUSTOMVERTEX) ); }
  12. Hi When I load in a .X model, the texture UV coords of all my other objects get messed up (the model displays fine). If I draw the model after drawing the other objects, it works fine EXCEPT the other objects are drawn behind the model, which is not what I want. Any ideas? Tom
  13. Help! I have an MDI application written in VC++.NET. It was all working fine until I added a static class containing some global data to pass between the dialogs. Now whenever I run the program it throws an "outofmemoryexception" on the line: login->Show(); In the MDI parent window class. Any ideas? [EDIT] It's ok, I've fixed it. It was just me being thick. There was an error in the 'Form_load' function. [Edited by - 3T on March 12, 2006 5:34:04 PM]
  14. Or just a way of calling a method from the MDI parent from the child?
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!