Search found 406 matches

by Hanfling
Mon Jan 04, 2021 4:11 am
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

Remark for PS2 music files found inside the music directory:

You can use MFAudio 1.1 to play/convert them.

Settings (Music):
RAW - Raw Sound Data - Compressed ADPCM
Frequency: 22050
Samples 16
Channels 2 (Stereo)
Interleave 10 Bytes (I am not that sure about this)
Offset 0 Bytes
by Hanfling
Thu Sep 17, 2020 9:45 pm
Forum: DXEditing
Topic: Fixes for omited alpha value for drawing Tiles
Replies: 2
Views: 4054

Re: Fixes for omited alpha value for drawing Tiles

Attached is a patch against GOTY DeusEx package source, which sets alpha value to 255 for the colorthemes. It also moves the color values which are the same for all datavaultimages into the DatavaultImage class, and a few other minor changes.
by Hanfling
Thu Sep 17, 2020 9:41 pm
Forum: DXEditing
Topic: Fixes for omited alpha value for drawing Tiles
Replies: 2
Views: 4054

Fixes for omited alpha value for drawing Tiles

Typically RenDevs ignore any given alpha values for drawing Tiles and implicit assuming them to be 1.0, because in script and other parts like config files, maybe some C++ code these are plain ignored, undefined or set to zero. So let me collect script/config fixable alpha value for Tiles here, so t...
by Hanfling
Tue Jun 04, 2019 5:44 pm
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

by Hanfling
Sun Jun 02, 2019 10:18 pm
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

New Launch/LCC release over at:

https://coding.hanfling.de/launch/
by Hanfling
Sun May 26, 2019 4:55 pm
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

// // sp##v could get invalid by property object unloading, while dll is never released, // so the static sp##v can become a dangling pointer. // // So for now, try to save RepIndex directly. which should be constant. // // Also note, that the initialization time for the static variables are compil...
by Hanfling
Tue Mar 05, 2019 9:38 am
Forum: New Vision Mod Discussion
Topic: New Vision 2.0 - Deus Ex, AI, and you
Replies: 17
Views: 26559

Re: New Vision 2.0 - Deus Ex, AI, and you

Do you have comparission screenshots how the textures look ingame compared to naive pixel doubling?
by Hanfling
Mon May 14, 2018 1:35 pm
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

// ---------------------------------------------------------------------- // VDiskRand2D() // // Random point on Disk in xy-plane. // http://mathworld.wolfram.com/DiskPointPicking.html // // Could be optimized. // ---------------------------------------------------------------------- simulated fina...
by Hanfling
Tue May 01, 2018 3:57 pm
Forum: DXEditing
Topic: Minor things worth mentioning
Replies: 121
Views: 138657

Re: Minor things worth mentioning

AllActor iterators silenty sets BaseClass=Actor if you pass BaseClass=None. So always check if your BaseClass is not None if you store it inside a variable before calling AllActors (or similiar iterators). I wasn't aware of this behaviour before and had some innocent looking dynamicload class and it...
by Hanfling
Sat Nov 11, 2017 12:58 am
Forum: DXEditing
Topic: Make NPCs sit or crouch
Replies: 6
Views: 12003

Re: Make NPCs sit or crouch

Think directly changing variables won't get you that far. You would rather need sth. like some exec function which wraps ScriptedPawn.SetOrders() of the pawn you are looking at, which is basically what the OrdersTrigger does, instead of just changing that single variable.
by Hanfling
Fri Nov 10, 2017 9:59 am
Forum: General Discussion
Topic: Vanilla Matters - The Definitiveoh wait this has a char limi
Replies: 3
Views: 7131

Re: Vanilla Matters - The Definitiveoh wait this has a char

Why do you post a mod here and afterwards delete the moddb page?
by Hanfling
Sun Oct 01, 2017 5:33 am
Forum: DXEditing
Topic: Writing a latent function.
Replies: 21
Views: 29673

Re: Writing a latent function.

Did a bit of experimenting around, cleaned up the stit and added some define to test just basic ue polling code, etc. http://coding.hanfling.de/UnrealMIDI.zip Turns out, the reason why the polling exec was never called is because you didn't set up your project correctly and in particular used an str...
by Hanfling
Sun Oct 01, 2017 4:34 am
Forum: DXEditing
Topic: Writing a latent function.
Replies: 21
Views: 29673

Re: Writing a latent function.

You don't have do copy each individual include file you need into src, just add the relative paths to the dirs they reside as include paths to the project. Also you should use relative paths to libs like Core.lib, WinMM.lib should be in VC library dir anyway, etc. You could use SampleNativePackage p...
by Hanfling
Sat Sep 30, 2017 9:40 pm
Forum: DXEditing
Topic: Writing a latent function.
Replies: 21
Views: 29673

Re: Writing a latent function.

Do I call RegisterNames() in the native functions I am importing? You need to call it once so your the names get initialized, you just need to make sure this gets called at least once (before you use any name, like when doing your event* call). Classic place these were called are inside UEngine and...
by Hanfling
Fri Sep 29, 2017 11:08 am
Forum: DXEditing
Topic: Writing a latent function.
Replies: 21
Views: 29673

Re: Writing a latent function.

You should post the uc part, and keep indention. It's horrible to read without. Also project file + download as a zip, so it's ready to build would be helpful. Also, is bDone ever properly intialized? It should probably also be used a class variable rather than a global one. And you don't even get a...