Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 316054 times)

Mеа

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #240 on: February 04, 2012, 08:18:57 PM »
How do 3d objects work? I made an octahedron in blender, put it into metasequoia, and then into danmakufu, but it only appears as a dull colored thing. Well let me elaborate. I made a semitransparent octahedron, but it doesn't show it's transparency in danmakufu. I made the mesh in blender, and attached materials that made it semitransparent with a texture in metasequoia. In danmakufu, it loses the semitransparency, luminosity, specularity, etc., but only retains the texture.
Is there any way to add a source of light in danmakufu? Kinda stuck here.
Also do materials stay attached to an imported 3d object?
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Blargel

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #241 on: February 06, 2012, 09:00:02 PM »
You're expecting way too much from Danmakufu. As far as I know, all it can do is draw textures at arbitrary angles in 3D space. Anything else, including lighting and transparency is out of the question for now, and honestly I wouldn't expect it to be implemented any time soon.
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<Azure> Keine: Danmakufu helper by day, violent loli by night.

Mеа

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #242 on: February 07, 2012, 10:54:14 AM »
Hm..... [attach=1]
In that case, does anyone know of this?
Is there any where to get the files for the last tutorial RD02? Or does it not exist?
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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #243 on: February 08, 2012, 04:25:35 PM »
Is a function a bit like defining a variable, but instead it's a bit like a task? Am I rite?

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #244 on: February 08, 2012, 09:32:09 PM »
Mmmmmmno. If you really want to learn the differences between all the terms past the "you know just enough to script properly" barrier, I suggest you pick up the books. It would be difficult to define everything without misleading you in some way.

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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #245 on: February 09, 2012, 07:16:03 PM »
Mmmmmmno. If you really want to learn the differences between all the terms past the "you know just enough to script properly" barrier, I suggest you pick up the books. It would be difficult to define everything without misleading you in some way.
To be honest, i agree. Maybe i should just stick to the basics.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #246 on: February 09, 2012, 10:05:25 PM »
Well no you shouldn't. You should try to understand what is a function and what is a task.

You can see a function as a way to put a name on a sequence of instructions.

let's say you have this function

Code: [Select]
function yieldo{while(IsPlayerSpellActive){yield;}}
Then the following code :

Code: [Select]
loop(5){yieldo;}
Is equivalent to
Code: [Select]
loop(5){while(IsPlayerSpellActive){yield;}}
function can also accept parameters and return values

For example
Code: [Select]
function rand_int(a,b){yield; return floor(rand(a,b+1))} means your function will also return a value you can recuperate naturally, for example :
Code: [Select]
let a=100+rand_int(-50,150);This will execute the yield; and return an integer for your operation.


On the otherhand, a task is code that is executed in a parallel way, it is not replaced in the task that called it.

Code: [Select]
Task Yieldo{while(IsPlayerSpellActive){yield;}}
Then the following
Code: [Select]
loop(5){Yieldo} will be equivalent to
Code: [Select]
loop(5){} and five instances of our Yieldo task will start doing their own stuff at the same time as our task.

Because of this, it would absurd to return a value from a task, since the task that called the second task kept on executing since calling it.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #247 on: February 11, 2012, 09:52:18 AM »
Thanks lots. slightly confusing though. *sweat drop*
Anyway, I sorted out it I guess, and i've finally learnt about 'wait(number);' and everything is going great.
Gold star to all of you.  :3

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #248 on: February 14, 2012, 11:52:03 AM »
Is it possible for the shotsheet to be integrated into PH3? Should we create a new topic about custom shotsheets for PH3?

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #249 on: February 14, 2012, 01:15:55 PM »
Is it possible for the shotsheet to be integrated into PH3? Should we create a new topic about custom shotsheets for PH3?

Shotsheets work the same in ph3 as far as i know, some things such as angular velocity isn't implemented yet though.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #250 on: February 14, 2012, 01:23:26 PM »
Shotsheets work the same in ph3 as far as i know, some things such as angular velocity isn't implemented yet though.
Thanks, but how should we know the names for each graphic bullet, does it stay the same as, for instance "DS_BALL_M_RED" ? I guess I will have to use the "RED01" way. I'll try it .  :)

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #251 on: February 14, 2012, 02:40:43 PM »
Thanks, but how should we know the names for each graphic bullet, does it stay the same as, for instance "DS_BALL_M_RED" ? I guess I will have to use the "RED01" way. I'll try it .  :)

The DS_BALL_M_RED is just a variable with a numeric value, in this case 25 which is the id of a normal sized red bullet. So writing DS_BALL_M_RED is the same as writing 25.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #252 on: February 14, 2012, 03:04:47 PM »
The DS_BALL_M_RED is just a variable with a numeric value, in this case 25 which is the id of a normal sized red bullet. So writing DS_BALL_M_RED is the same as writing 25.
Oh, right. But when I configured the files for compatibility use with PH3, and replaced them with the default ones, I get no bullets when I fired them.  ???

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #253 on: February 14, 2012, 05:15:43 PM »
Can anyone help me with a custom shotsheet problem? I've used the Expanded shotdata ZUN style from the Custom user shotsheets thread, but when I use it in danmakufu I get errors, even though I followed the instructions. I even used Onthenet's sheet. But when I configure it, the sheet does work, but there are no bullets when I fire them.

EDIT: I realised those scripts are v12.0m.
« Last Edit: February 14, 2012, 05:37:44 PM by fonduemaster »

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #254 on: February 14, 2012, 05:23:57 PM »
> Download a script that has it and copypaste.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #255 on: February 14, 2012, 05:41:18 PM »
Oh, right. But when I configured the files for compatibility use with PH3, and replaced them with the default ones, I get no bullets when I fired them.  ???
Have you loaded the shotsheet with LoadEnemyShotData? Or did you replace the default shot sheet?

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #256 on: February 14, 2012, 10:11:13 PM »
Have you loaded the shotsheet with LoadEnemyShotData? Or did you replace the default shot sheet?
Both. Why it no work? ;_;

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #257 on: February 14, 2012, 10:24:09 PM »
Both. Why it no work? ;_;
When creating bullets, do you write a number or do you write DS_BALL_M_RED etc? Try the numbers and see if it works.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #258 on: February 14, 2012, 11:10:16 PM »
When creating bullets, do you write a number or do you write DS_BALL_M_RED etc? Try the numbers and see if it works.
I did the numbers, and *drum roll* no result.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #259 on: February 15, 2012, 12:09:56 AM »
I did the numbers, and *drum roll* no result.
That's strange. Could you pastebin your shotsheet script and your script you shoot bullets from?

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #260 on: February 15, 2012, 12:27:37 AM »
Can anyone help me with a custom shotsheet problem? I've used the Expanded shotdata ZUN style from the Custom user shotsheets thread, but when I use it in danmakufu I get errors, even though I followed the instructions. I even used Onthenet's sheet. But when I configure it, the sheet does work, but there are no bullets when I fire them.

EDIT: I realised those scripts are v12.0m.
In any case, shot sheets in 0.12 are basically the same in ph3 but they now have additional optional parameters, so as far as I know they should work nearly the same. Five bucks says you didn't Load the shot sheet into memory?

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- original art by Aiけん | ウサホリ -

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #261 on: February 15, 2012, 09:50:44 AM »
In any case, shot sheets in 0.12 are basically the same in ph3 but they now have additional optional parameters, so as far as I know they should work nearly the same. Five bucks says you didn't Load the shot sheet into memory?
I loaded the shotsheet withLoadEnemyShotData() with and without the #Include one.

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #262 on: February 16, 2012, 11:21:39 AM »
Split the discussion from shotsheet thread and merged it with Ph3 thread because it turned into Q&A-ish discussion instead of shotsheet in general.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #263 on: February 16, 2012, 07:05:03 PM »
That's strange. Could you pastebin your shotsheet script and your script you shoot bullets from?
Code:
http://pastebin.com/hbfdQQQu

Shotsheet script:
http://pastebin.com/YNBxUfpy

Shotsheet image:[attach=1]

(What the ras-clat. I didn't know the image would be so blurry. Just click on the image thanks.)
« Last Edit: February 16, 2012, 07:07:09 PM by fonduemaster »

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #264 on: February 16, 2012, 10:54:19 PM »
Try removing the #include at the top of the script and put a LoadEnemyShotData(path) in @Initialize, where path is the path to the shot replace script.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #265 on: February 17, 2012, 09:01:48 AM »
Try removing the #include at the top of the script and put a LoadEnemyShotData(path) in @Initialize, where path is the path to the shot replace script.
It works  :D thanks!

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #266 on: February 17, 2012, 09:18:18 AM »
wait what isn't that exactly what i said

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #267 on: February 17, 2012, 11:00:09 AM »
wait what isn't that exactly what i said
Really? *Looks up the page*  :ohdear: Oops. Sorry, credit to you as well, Drake.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #268 on: February 18, 2012, 02:17:48 PM »
I'm having a slight problem with danmakufu (both of them actually). It runs fine, but whenever the same sound effect is supposed to play when the same sound is already playing, instead of ending the old one and playing the new one like it should, the first one keeps playing and the second one isn't played at all.

I haven't experienced this problem with any other program.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #269 on: February 18, 2012, 02:59:40 PM »
I'm having a slight problem with danmakufu (both of them actually). It runs fine, but whenever the same sound effect is supposed to play when the same sound is already playing, instead of ending the old one and playing the new one like it should, the first one keeps playing and the second one isn't played at all.

I haven't experienced this problem with any other program.
When the sound effect has played, and then the time comes when you want to play it again, before that try stopping the previous sound effect.