1. Exotica Version 1.2
- Posted by Todd Riggins <triggins at AIRMAIL.NET> Sep 26, 1999
- 475 views
- Last edited Sep 27, 1999
Hiyas again, time for an update! :) EXOTICA Version 1.2 A DirectX Game Programming Library for Euphoria (c)1999 Todd A. Riggins http://exotica.iwarp.com/ Note: I will be starting to compile Exotica with DirectX 7.0 after version 1.3 comes out to use it's new features. New Stuff: * Updated Documents. Also split them into smaller html files * Added a handfull of joystick routines for finding out what the capabilities are. Analog joysticks are now detected as well. * Added keyboard buffered data mode with support functions. * Added a new ERROR_MESSAGE routine to display exotica errors easier than the message_box could. When Euphoria detects an euphorian syntax error, it still hides behind the DirectDraw screen. * Added a ON_ERROR routine to help you exit the program more cleanly. Mainly this is for when Exotica catches an internal error so then you can exit cleaner with this function. Also ON_ERROR is also effected by the ERROR_MESSAGE routine. * Blitting graphics outside the screen area no longer crashes. * On Exotica initialization, both screen buffers are cleared to black. I forgot to do this. * Fixed the RESUME_CD function. Now it resumes exactly where it was paused at. * Hopefully I got the MAKE_RGB routine fixed this time to produce the right colors. * Added DIK_PAUSE and DIK_BREAK keys. Has the same value of #C5. This was undocumented in the DInput.h header file! * DirectX 7.0 screwed my AVI playback routines. Now they are fixed. * Added more examples( Plus a tilemap demo ) * Other minor bug fixes( actually clean up code )... I have a 'planned todo stuff' written in the readme file in the zip file. There's alot of stuff I want to do for the next version but didn't want to make this email to big.... - Todd Riggins
2. Re: Exotica Version 1.2
- Posted by Todd Riggins <triggins at AIRMAIL.NET> Sep 26, 1999
- 492 views
- Last edited Sep 27, 1999
To everyone that's interested in Exotica: I just been told by Liquid Nitrogen that version 1.2 dosn't work quite well, something about the DirectInput getting an error. Since my computer is using Directx 7.0 now, I will have to set my other computer up using DirectX 6.1 to figure what else might go wrong. I should of done that first. But it should run fine with DirectX 7.0. Sorry about that. I don't understand at the moment because I'm still using the DirectX 6.1 rouitnes... Arg... - Todd Riggins
3. Re: Exotica Version 1.2
- Posted by Talvitie <smtoa at SAUNALAHTI.FI> Sep 27, 1999
- 460 views
- Last edited Sep 28, 1999
Todd wrote: >Since my computer is using Directx 7.0 now, >I will have to set my other computer up using DirectX 6.1.... Has 7.0 been released? Question: why not start to develop Exotica for = 7.0 instead of 6.1? after all, programs using 6.1 will still work in 7.0 = (?) and all we game developers will download 7.0 as soon as possible. = I'm not planning my engine for 6.1, hell no. When my engine is finished = after few months, I'll start to develop a game for it. And when the game = is ready, who knows? maybe the 7.0 is allready too old in that point! So = go on, upgrade exotica for 7.0 --Talvitie
4. Re: Exotica Version 1.2
- Posted by Todd Riggins <triggins at AIRMAIL.NET> Sep 27, 1999
- 465 views
Talvitie wrote: > Has 7.0 been released? Question: why not start to develop Exotica for 7.0 > instead of 6.1? after all, programs using 6.1 will still work in 7.0 (?) and all > we game developers will download 7.0 as soon as possible. I'm not planning my > engine for 6.1, hell no. When my engine is finished after few months, I'll start > to develop a game for it. And when the game is ready, who knows? maybe the 7.0 is > allready too old in that point! So go on, upgrade exotica for 7.0 Obviously, I must of had something coded wrong. Even though Exotica worked when I compile it with 6.1, But when I compile it with 7.0, a computer with only DirectX 6.x will get errors from Exotica. So, yes, If I go back with DirectX6.1 and recompile Exotica with that it "should" work with 6.x and 7.0 just fine. I know that my off-the-shelf games that require 6.x, works fine for with DirectX 7.0. It's all crazy, ain't it? So, I will immediatly dive in and figure out this DirectX hazards being cause in Exotica and hopefully will release a quick update before I continue with anything else except I do want to add the switching mode compatibilty which Exotica despiretly needs. So, have you found out what that t3de bug wuz yet? -- Todd Riggins