1. Morfit Infinite demo smaller zip
- Posted by Mark Brown <mabrown at SENET.COM.AU> May 21, 2000
- 442 views
- Last edited May 22, 2000
------=_NextPart_000_0011_01BFC371.12FAA480 charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hi everyone. For anyone who was thinking of looking at the Morfit "infinite worlds" demo but was put off by the 5 meg download, I have uploaded a new zip which is a far more reasonable 1.3 meg. I stupidly included the bitmaps in 3 different formats (not just jpg as I should have). Apologies to anyone who downloaded the original. Mark ------=_NextPart_000_0011_01BFC371.12FAA480 charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Diso-8859-1" = http-equiv=3DContent-Type> <META content=3D"MSHTML 5.00.2314.1000" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT size=3D2>Hi everyone.</FONT></DIV> <DIV> </DIV> <DIV><FONT size=3D2>For anyone who was thinking of looking at the Morfit = "infinite=20 worlds"</FONT></DIV> <DIV><FONT size=3D2>demo but was put off by the 5 meg download, I have = uploaded a=20 new</FONT></DIV> <DIV><FONT size=3D2>zip which is a far more reasonable 1.3 = meg.</FONT></DIV> <DIV> </DIV> <DIV><FONT size=3D2>I stupidly included the bitmaps in 3 different = formats (not=20 just jpg as</FONT></DIV> <DIV><FONT size=3D2>I should have). Apologies to anyone who downloaded = the=20 original.</FONT></DIV> <DIV> </DIV> ------=_NextPart_000_0011_01BFC371.12FAA480--
2. Re: Morfit Infinite demo smaller zip
- Posted by Brian Broker <bkb at CNW.COM> May 22, 2000
- 421 views
On Sun, 21 May 2000 22:08:20 +0930, Mark Brown wrote: >Hi everyone. > >For anyone who was thinking of looking at the Morfit "infinite worlds" >demo but was put off by the 5 meg download, I have uploaded a new >zip which is a far more reasonable 1.3 meg. > >I stupidly included the bitmaps in 3 different formats (not just jpg as >I should have). Apologies to anyone who downloaded the original. Mark, Thanks for shrinking the download considerably. Just a few comments: You should probably have winkeys.ew included in the dowload. I believe the only other download that contains it is the Light API Demo. It may not be nearly as fast as Doom (is speed mainly a Morfit issue or a Euphoria issue?) but it's still pretty cool. Is it a bug or a feature that you can walk on air and walk into the floor? -- Brian -- Brian
3. Re: Morfit Infinite demo smaller zip
- Posted by "Rev. Ferlin Scarborough" <ferlin at SANDW.NET> May 23, 2000
- 419 views
On Sun, 21 May 2000 22:08:20 +0930, Mark Brown <mabrown at SENET.COM.AU> wrote: >Hi everyone. > >For anyone who was thinking of looking at the Morfit "infinite worlds" >demo but was put off by the 5 meg download, I have uploaded a new >zip which is a far more reasonable 1.3 meg. > >I stupidly included the bitmaps in 3 different formats (not just jpg as >I should have). Apologies to anyone who downloaded the original. > >Mark > Mark, I downloaded the 5 Meger, but that's OK I didn't mind. I played with it for just a few minutes, but enjoyed it. The speed was just perfect, on my 500 Mhz Celeron. I did walk through a table in one room, quit discomforting I must say, thought it was cool though. The vase and stuff on the table seemed to be suspended in mid air. I then pressed the key combination to switch to 3D, That was 100% better on the rendering, looked more life like, I figured the 3D was a toggle so I pressed the keys again and the screen went blank, I pressed again and it did not look as good. This may have been a bug in the original C code I don't know. Keep up the contributions, the Light API works good from what little I played with it. Will play some more when I have the time. Later, Ferlin
4. Re: Morfit Infinite demo smaller zip
- Posted by Mark Brown <mabrown at SENET.COM.AU> May 22, 2000
- 438 views
- Last edited May 23, 2000
Hi Brian >Just a few comments: You should probably have winkeys.ew >included in the dowload. Ooops. I can find an awful lot of ways to make mistakes. Thanks. >(is speed mainly a Morfit issue or a Euphoria issue?) I am sure that Euphoria has some bearing on the performance but I can see little visible difference between the Eu exe and the C one....so I guess the speed vs doom is mostly down to Morfit (It seems pretty quick on my machine). >Is it a bug or a feature that you can >walk on air and walk into the floor? The Eu version works exactly the same as the original. Most of the Morfit demos allow you to walk into the ground! From my limited knowledge any polygon created is enabled by default for collision detection so I don't think that should happen. In the infinite code, collisions are checked for movement forward or back. Perhaps Pete King has some experience with this? Mark
5. Re: Morfit Infinite demo smaller zip
- Posted by Mark Brown <mabrown at SENET.COM.AU> May 22, 2000
- 420 views
- Last edited May 23, 2000
Hi Ferlin Thanks for the feedback! >I did walk through a table in one room, quit >discomforting I must say, thought it was cool though. Interestingly you can walk through the table top but not the table base or the bottle. It happens to the C example too. It seems to be more a problem with the engine (like the walk through floor problem?). >I figured the 3D was a toggle so I pressed the >keys again and the screen went blank, I pressed again and it did not look as good. Again, I'm inclined to think this is the engine. Initialising the 3D card sometimes crashes the program on my machine. Mark
6. Re: Morfit Infinite demo smaller zip
- Posted by Agent Spectre <Email at SPECTRESOFTWARE.CO.UK> May 23, 2000
- 441 views
Mark Wrote: >From my limited knowledge any polygon created is enabled by >default for collision detection so I don't think that should happen. >In the infinite code, collisions are checked for movement forward >or back. Perhaps Pete King has some experience with this? Well Mark collision detection isnt even in Magefire would you believe - I use an internal grid to work out where things are and Morfit_object_set_location to move things inline with this grid - even the unit's gradual movement between grid points is calculated before hand, and the fireball projectiles too, using an algorythm to work out the angle between the grid points. So Im sorry to say Ive not messed with collision detection yet, but you could always do a quick work around by checking the *camera height* and resetting it back to *head height* if it strays too far without, say crouching or jumping. Mind you if the original did not have this in the example, why bother? LOL. Pete King.