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Posts posted by Meerjel01
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I thought it was too small to fit at first. Yes a USB_C charger was a thought of mine to use.
How many custom parts did the Xbox homebrew scene make? Enough for a fully functional Xbox? I'm interested on knowing if we can make our own consoles.
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Notice: The demo had been upgraded but I'm trying to fix the far-away audio issue yet.
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I'm "somewhat" interested in this since one of my Xboxes stopped working. But I must first know how the assembling works like if I should do something like this. (Especially on how it gets power)
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3 hours ago, Bowlsnapper said:
Still need to try the new version.
Take some good time on you
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Game moved to a new engine (Previous one was messy) and is much better with memory. Has additional features too and a menu system.
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Info about ground collision. When colliding with a ground triangle, DON't USE THE WALL TECHNIQUE. The process as follows works best.
Get if the character is colliding with a triangle.
Get it's normal and determine if it's pointing up (Or is an up facing slope).
Get the closest position from the character's position (Otherwise it's feet pos) on the triangle.
If it's not to high up (Say not higher than your stepOffset used for stairs) then apply the character's position to the closest point on the triangle.
The method I used before was the common approach to push the character away from a wall and slide on it. It caused the character to go up and down every frame which I detected in my lower fps videos of my game. Using the wall slide algorithm on the ground would make the character aired and grounded every time which is not a good thing to do. So just use your closest point to triangle code and this
static bool GetSlopedNormal(D3DXVECTOR3 vNormal, D3DXVECTOR3 vDirection, float slope) { float result = D3DXVec3Dot(&vNormal, &vDirection); return result >= -1 && result <= -slope; }
To do the grounding job done.
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Jesus.. How much does such a thing cost before?
Let's recommend a price.
EDIT:
240$
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A note about pointers. Don't make too many of them or your game will not work correctly.
An alternative is to use the "&" operator in parameters to direct an average class variable's access to somewhere else in the code. Pointers are useful but has limits. Especially in big pointer arrays.
Had debug mode working on my box now
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Another tutorial for devs.
cObject* objy;
pointers can help giving you an easy accessed variable which can have it's members changeable anywhere in your engine. Like a public variable in the Unity Engine.
Consider the following code.
cObject* objy; objy = NULL; objy->myVar = 20; objy->AttackMe();
Whilst "->" is a replacement for "." to access the object itself and makes inherited members usable as well, but the variable must be initialized first with NULL or with
new cObject();
To make a pointer array is quite easy too.
cObject** objList = new cObject*[300]; objList[0]->AttackMe();
This is how it works. Using a variable without "*" will only make a copy each time you assign it which will not change the original. But to make it work correctly, use pointers on objects that are important and non pointers in mostly local parts of your code.
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4 minutes ago, PRince404 said:
Cross platform as in "Linux support"?
Then I guess it might not be possible since someone will have to port XDK_5933 itself to Linux.
Still this is huge (Atleast for me) as I will no longer have to hunt down old software and fiddle/diddle with VMs.
I asked about "cross platform" because I'm developing from MacOS (Using Virtual Box of course). This is actually huge and if I can use Visual Studio on MacOS to develop OG Xbox games then I would be very happy
Shouldn't have any troubles with the VM then.
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Unique.
When is the tool kit cross platform?
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I wondered. Are the community able to make new original Xbox consoles? Like replicating the hardware. Since people can hardmod it they can probably recreate it. Exact or not. Sooner or later we might need to do this too.
Sincerely, Meerjel01.
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Point arrays (What I use) isn't as versatile as std vectors in that you can't dynamically add a slot to an array. But there's one thing that I use that everyone else might find use of too. A large point array and an integer to store the current amount of elements in said array.
Consider this.
char* arrayOfChars = new char[200]; int curNumChars = 0; void AddCharToArray(char ch) { arrayOfChars[curNumChars] = ch; curNumChars++; }
And when to clear it.
void ClearArray() { curNumChars = 0; }
This can be useful for when going in and out of area volumes or AABBs. Call these every frame and check if inside the volume/AABB, add it to the point array and when finished with it clear the array. It's to decrease the amount of checks in for-loops to only check specific elements. Have a group of area triggers be part of a big area volume/AABB that the player must go inside to touch the group triggers. This is for performance. ClearArray() can have more count integers for multiple arrays as well.
Hope I gave some valuable insight today. Donate please
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Reminder. I have a Ko-fi profile that I post updates on. I also need some donations to keep it up.
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I've done Halo Custom Edition mapping as an attempt to port a custom map to the Xbox recently so I had not worked on this engine a lot. But I did get some ideas during the Halo mapping process that I might use for the Grendel Engine.
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The targeting system is gonna be like Xiner's that is based of auto-aim. But first I need to fix the player rotation so it can turn to more directions. I'm not sure what makes the overlay flicker but maybe if I change it to load .ttf's it would work better.
I'll check out the files that you sent. Thanks!
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Had an old map fixed to work with the new build.
The only issue is the node graph. But I can edit it in my self-made editor.
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7 minutes ago, Bowlsnapper said:
I actually had a pretty rough day today and had to sleep for most of the day. I did not forget at all and I'll try it tomorrow when I wake up.
Okay. Feel better with you
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8 hours ago, Bowlsnapper said:
It can be quieter with a Noctua fan. But I've never been bothered by it one bit, even when using noisy IDE drives back in the day.
Good work, dude! I'm glad to see you progressing on this.
I mostly meant that he in game sounds usually where too quiet. For example Aliens vs Predator Extinction. But that might be the sound effects themselves I guess?
Have you played the build I gave you now?
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In A Creation is the most far that I went with a game engine on the original Xbox. It's about a mute, big eared lady named Torcha that has pyrokinetic powers that's on a mission to help her owners, the Human Imperium, on taking control of a giant space station they called Prometheus Station whilst fighting the alien threat called the Raem'ke.
I can't tell how far I am on the engine. But the current version has projectile shooting in it now.
Also do anyone agree that the Xbox is a quiet console?
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Mah boy. That glow was what all tough boys strive for.
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Neat. If I still had Steam or a working Source build then I would go back. But I might had been banned for 'that' small reason.
Also even if I get a non-Steam version working I doubt it has binary based navigation files. I still refuse to adapt to a newer Windows OS also. But interesting knowing that it's still active.
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The server is still online? The HL2X one? Although I can't make any maps anymore I'm still curious how it's like nowadays.
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When spawning bullets it's important to have some pre-made projectiles. Cause if the creation of the projectile is complex and/or long then it could slow your application down. I learned to use something called "Pools" to prevent performance loss from Unity's tutorials.
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Board startup date: April 23, 2017 12:45:48
In A Creation
in Games
Posted
Huge development