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Here's a bit of code that I believe could help:
Code:
<HTML>
<HEAD>
<TITLE>Smooth Scrolling</TITLE>
</HEAD>
<BODY ONLOAD="VBScript:Window.SetInterval(updScroll(), 50)"><DIV ID="list" STYLE="Position:absolute;top:50;width:10%">
<A HREF="bla"><P>Blabla</P></A><BR>
<A HREF="bla2"><P>Blabla2</P></A><BR>
<A HREF="bla3"><P>Blabla3</P></A>
</DIV>
<!-- Other Stuff Here -->
</BODY>
<SCRIPT LANGUAGE="VBScript">
<!--
Sub updScroll()
list.style.top = document.all.body.scrolltop + 50
End Sub
-->
</SCRIPT>
</HTML>
It'll refresh it 20 times every second, enjoy :D
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Okay, that code didn't work. Here's updated code:
Code:
<HTML>
<HEAD>
<TITLE>Smooth Scrolling</TITLE>
</HEAD>
<BODY ONLOAD="VBScript:Call Window.SetInterval('updScroll()', 20)">
<DIV ID="list" STYLE="Position:absolute;top:50;width:10%">
<A HREF="bla"><P>Blabla</P></A><BR>
<A HREF="bla2"><P>Blabla2</P></A><BR>
<A HREF="bla3"><P>Blabla3</P></A>
</DIV>
<!-- Other Stuff Here -->
A<BR>
<BR>
<BR>
<BR>
<BR>
<HR>
<BR>
<HR>
<BR>
<BR>
<HR>
<BR>
<HR>
AHAHAHAHHAHA!
</BODY>
<SCRIPT LANGUAGE="VBScript">
<!--
Sub updScroll()
list.style.top = document.body.scrolltop + 50
End Sub
-->
</SCRIPT>
</HTML>
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In my FormLoad() - Sub, I write what you wrote:
Call Window.SetInterval('updScroll()', 20)
However, it's a syntax error..:(
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Ok, never mind, I just skip the parenthesis. Now, it's better, but still buggy. And...yes, I've changed the value 20 to 1.
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What does this mean?
Code:
Error: Type mismatch: '[string:"50px"]'
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Well, guys, I have some bad news.
If you havent heard, Excite is going bankrupt. Unfortunatly, the company that provides cable services and equipment to my ISP is Excite. As far as I know, my ISP was in court today, and the Judge has one of two rulings to give. The first, to shut down all cable services immediately, and the second is to remain in service until everyone finds a replacement. So, if I suddenly vanish, that's what happend =(.
Sas, wheres my mockup? =).
Z.
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I'm working on it believe me! I just haven't found the time! An assignment popped up on Thursday and I haven't gotten time to do it today [yet]. I've been playing CStrike! :)
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Ewww. CStrike is nasty =). TFC is a real man's game (what kind of crap sniper rifle doesnt shoot straight?!) =).
Z.
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1 Attachment(s)
Well, I have a new screenshot for you guys, or the particle system in action. Please disregard the frames per second, as we all know that my card is crap =).
Now, some info. This is the fire effect. At only 150 particles, it is a fairly modest system =). As you can see, even a modest system can give a beautiful result.
This may be the last screen shot you will all get before the demo is in your hands, so, enjoy! =).
http://www.vbforums.com/attachment.php?s=&postid=676990
Z.
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Zaei. That pic is beautiful!
BUT
TFC Suck ass, Counter Strike rules! Who ever survives 3 shots from a sniper rifle? And tell me a sniper rifle which is that precise!
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Thanks =). Though I've managed to destroy it already =). Trying to get it to run faster.
People can survive 1 from the AWP (and still run around), two from a scout, and 5 or 6 from the g3. Besides, why would movement throw off aim (from the crosshair center)? If you want to make it realistic, make the crosshair move =). Sorry, Id rather take not realistic over wannabe realistic anyday =).
Anyway, it annoys me when i put my crosshairs on someone's face, im ducking, no one is moving, and I still miss. >=(
Z.
[edit]
Terrorists dont charge, and counter terrorist's dont miss. These are facts =).
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Anyways, I'm moving this post out of the grasp of Half-Life. :)
Can we see a shot of it from where the player's viewpoint will be?
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1 Attachment(s)
This should do it. Its the same fire system, except there are 4 of them =).
http://www.vbforums.com/attachment.php?s=&postid=678179
Z.
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Zaei thats looking fine !
Can ya make a barbecue ? :D
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Zaei will you make all the spells with your engine? Like lightningbolts, fireballs, healing animation etc?
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Should be nice. Is there any way to add smoke to the top of that? That, I think, would look nifty.
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Oh and also, is that terrain sloped or flat? If sloped, how many gridpoints are there?
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Probably, Igor. I might add a way to script systems with DScript.
I could add a smoke PSystem on top of the fire. And the terrain in the images is flat, though it is, i think, 400 triangles. I am getting an idea that 3D terrain might not be all that important, once trees, bushes, and grass is implemented. I will still build it into the engine, but we will see =).
I am going to add the option to attach a particle system to an object. So we can have real time torches, etc.
Psy: I am sorry if you, or any of your team members took any offense at my comments on your new project. I just say it like I see it =).
Z.
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We'd need it for advantages such as shooting at units coming up hills, movement boni and disadvantages, etc. Also, it's a key factor on determining if units can simply wade through the water or if they have to get a ride on a boat. Also small water depths slows ships down, etc. Maybe underwater it wont have to be rendered, but it'll still have to be there.
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Lightning... Maybe I will do lightning with a particle system... =).
Tonight, I will either implement static model loading, or something that is secret =). If I choose models, I will try to get some picking code done too.
Z.
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Ah, something secret! I'm emailing you right now- Secret too :p
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To whom ??
Why's did ya tel us man coz then like we all wanna know what it is ?
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Ah, i getcha :D
Cheers Sas ! :cool:
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Zaei, we'll also need some sort of model anchoring. For example, we have the horse model and we want to put a unit on it. So, we anchor the person in place on the horse, in the position we want. I think the easiest way would be to actually attach the person onto the horse when he starts to mount.
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That will be done with bones. If you attach a bone to the back of the horse, that sticks up, then attach the rider's root bone to the extra horses bone, the rider will move with the horse.
Z.
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I love Particle Systems. I decided to work on the secret tonight, as model loading will require me to write a new model format. I am unwilling to give the model sub-system direct access to a Direct3D device, which rules out using the D3DX model loading functions. It should be a fairly simple task (easier, I should think, then the package system).
Oh, and as to the secret... think Nox =).
Z.
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Sure.... :confused:
*wonders what Nox is*
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Oooh! You're doing a spell effect aren't ye matey :)
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Better =). Youll all see it when the demo is released (you sooner, probably, Sas =P).
Z.
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Well, I fixed a hidden memory bug, that slowly reduced frame rates. So, I am going to post this here for future reference (at least for me)
CREATE AND DELETE MATRICES EVENLY!!!
Thank you. The problem was that I was creating a few matrices every frame, and not deleting them. This isnt a technical memory leak, as they were all being deleted at final cleanup, but every frame I was having to resize the matrix Vector, which was slowing me down. Everything is fixed now, So I am happy =).
Z.
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Zaei.... your avatar!!!! AAArgh!
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Isnt it just the cutest thing you've ever seen? =P.
Z.
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DAMN
I said NO to zaei's post, not sas !
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lol scary huh? Mine's good :)