In response to Rushnut
Rushnut wrote:

Loop up the ref for Color matrices

Loop

am i doing this right i can't tell if the codez is brokeded
In response to Konlet
Konlet wrote:
Rushnut wrote:

Loop up the ref for Color matrices

Loop

am i doing this right i can't tell if the codez is brokeded

Muh brain
In response to Konlet
1v1 me datums kid, 1v1 me datums
In response to Rushnut
I did but it's still confusing because it doesn't really give any examples.

For example, if I wanted to emulate exactly what +rgb(rand(0,255),rand(0,255),rand(0,255)) does, how would that even look?

Unfortunately I can never just be told, I have to be shown an example before I understand a concept.
In response to Bravo1
Bravo1 wrote:
For example, if I wanted to emulate exactly what +rgb(rand(0,255),rand(0,255),rand(0,255)) does, how would that even look?

What you've got to think is instead of adding R, G and/or B, you're adding R G and/or B to each individual R, G and/or B.

So, the list looks like this

rr,rg,rb //How much R G and B to add to the red of the icon
gr,gg,gb //How much RGB to add to green
br,bg,bb //How much to add to blue


Except insetad of addition, you're doing multiplication.

So

rand(0,1),rand(0,1),rand(0,1)
rand(0,1),rand(0,1),rand(0,1)
rand(0,1),rand(0,1),rand(0,1)

Will be the same as doing rgb(rand(1,255),etc etc

In response to Rushnut
Ah, so in terms of the matrix color 0 is 0 and 1 is 255?

I noticed you used 0.5 above so that would be adding 125 red to those values?

127, but yeah you get the idea.

Also, quick and nasty gif of my lighting system for DD2



Terraria anyone?

You'd be surprised how easy this is to do.
In response to Rushnut
That looks great! Very nice.

I think I understand it now. I'll try using color and see how it works.

I would still like to see that issue fixed though >_>
In response to Bravo1
Bravo1 wrote:
That looks great! Very nice.

I think I understand it now. I'll try using color and see how it works.

I would still like to see that issue fixed though >_>

Oh, quick ammendment!

0.5 wouldn't result in 127 red, it would instead halve the red already on it. To arrive at 127 red you'd have to do 0.5,0.5,0.5 for the red?

I think?

I'm not too good with how they work, I just play with numbers and things look good. :(
In response to Rushnut
Ah. Yeah I'm having trobule with it as well.

Currently the color is all still modifying the while values and I just want to color in what's black or gray.

I'll have to play around with it a bit more
In response to Bravo1
Bravo1 wrote:
Well, I did as you suggested.

My effects are deleting properly, but the ram's still there. Something tells me all these animations are getting cached and not properly being removed fro memory... or something

Like I said, it may be my system. I'm running Win 10 and using a gtx 550Ti

I'll have to test my system at home to see if the ram builds up the same way, if it does I'll know it's just not the machine.

In case you don't have a helper function like this one. It's dated but has helped me track down numerous leaks.

Note to everyone: I already know about the curly braces and BYONDs ill disposition toward them so no need to say anything. Clean them out if you don't like them. A simple replace does the trick.

            AdminDisplayCommonCounters()
{
set category = "Admin";
set src in view();
var/result = 0;
world << output("\n", "AdminOutput")
world << output("Common Counters:", "AdminOutput")
for (var/obj/O)
{
result++;
}
world << output("OBJECT count: [result]", "AdminOutput");

result = 0;
for (var/mob/m)
{
result++;
}
world << output("MOB count: [result]", "AdminOutput");

result = 0;
for (var/turf/t)
{
result++;
}
world << output("TURF count: [result]", "AdminOutput");

result = 0;
for (var/list/l)
{
result++;
}
world << output("LIST count: [result]", "AdminOutput");

result = 0;
for (var/area/a)
{
result++;
}
world << output("AREA count: [result]", "AdminOutput");

result = 0;
for (var/atom/a)
{
result++;
}
world << output("ATOM count: [result]", "AdminOutput");
}

Bravo,

- Buggy behavior if you jump on the platform and after it starts you jump again.


In response to PopLava
The way you said "Bravo" in that post made it sound so sarcastic haha
In response to Bravo1
Bravo1 wrote:
I may have discovered a memory leak...

Turns out, whenever I do animations on an icon bigger than 32x32, it seems to just build up the ram massively. Byond craps out once it hits 2gigs.

I'll have tot est on my home computer as well to make sure it's not something on this machine that's causing it.

Edit: Actually seems to happen even with tiny icons.

Everything getting created by my effects system seems to be sitting around in ram. Looks like I'll have to implement an effects pool like I did with the tank game.

Still, this concerns me, it means nothing's getting deleted, even though I've set all the relevant variables to null, and even called del() anyway.

I can't seem to find where it was talked about anymore, but I had this same issue with Particons because I was showing all the icon creation steps to the client while the icon was being created. Something along the lines of any appearance(?) shown to a client hangs around in memory for 5 or 15 minutes, even if it get deleted. Try playing for a bit until the memory builds up, then stop and just sit for 15 minutes and see what happens to the footprint.
In response to Flick
I only hung around for a few minutes at first but I notice they do go away eventually. The only issue is that it takes forever to go away relative to how fast they're being created.


@Poplava. It's been on my to do list for the game but I ended up putting it off due to the game crashing.
- Message about powerup went too quick for me. Wait for click? Took me a few seconds to discover the mouse-wheel and why my weapon turned into the Repuls-a-nator looking thing.

- Eyes (brain) had a little trouble adjusting to the background tiles (as-is) but likely placeholder art. Just calling it out.

- At first, I had no memory problems but the game crashed on me during the boss battle. The memory utilization was 2g at that point.

- The jump/double jump mechanism seemed a little chunky and it wasn't immediately intuitive. Wondering what it would play like if "jumping" was achieved by just applying thrust. Could have a visual burn timer. Fairly big decision in terms of game play but one that might make achieve similar effect but be more friendly. Hovering has a more in control pleasant feeling when compared to abrasive pixel perfect jumping but maybe that's me.
In response to PopLava
Yeah, the crashing is due to icons with color additions chilling in the cache for around 15 minutes even though they're not being used or reference by anything.

According to LummoxJR, it's not a bug, so I've got to figure out some other way to do additive color manipulation because the color variable is multiplicative.
In response to PopLava
Seems excessive to have each shot consume that much memory. Also seems a bit much to re-apply colors to something that always looks the same. Might be missing something though.
In response to PopLava
They're not supposed to do that really. It's just a relatively large icon that I'm using, and garbage collection thinking they should be held onto for 5+ minutes after no longer being referenced.

It doesn't actually look the same either, the color shifts randomly between blues and greens.
Great death animation...

After dieing, you can shoot and move before you respawn and moving gets the game stuck.
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