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Post by TinSoldier on Mar 14, 2017 17:06:59 GMT
I am.
I cant just give up on this, i've literally spent years working with 3drad.
Moving any project to a new engine, learning new scripting, most likely will involve way more math because there isn't any other engine as simple to use as 3drad.
I suspect this project will be my last attempt at any game project.
I would love to work with 3dradspace, that being said, we're still waiting for that project to come out, add time for bug fix's & addition of things etc.. it's probably gonna be a couple years still before 3dradspace makes any dent in game creation, assuming it actually becomes a usable game creation system.
PS if you didn't know it, i'm 57 now, soon to be 58.... game creation is loosing interest for me really fast..
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Post by TinSoldier on Mar 14, 2017 22:51:10 GMT
Another UPDATE:
Just as i suspected, a test run this morning , the icon problem is back, its a hit and miss option.
I suspect the problem is the inetfloat array being unreliable, some times it works, some times it doesn't.
I have 2 other process's to try that won't use the inetarray to communicate.
#1 use skinmesh and its builtin networking to replace sprite based icons, i suspect this will work reliably.
#2 use the inetstring array instead to pass info, i've never seen any errors with strings and actually have used this idea in past projects.. cant remember right now why i did that at the time..
right now i've decided to try the skinmesh idea first, cause its the easiest to setup and 3drad will do the network syncing for me in the background.
if that fails, then the last idea will be the string array.
If both these fail........... i'll probably delete every trace of 3drad from my computer, EXCEPT 3drad v5.2. I still believe v5.2 is the most stable and reliable version of 3drad. Unfortunately v5.2 doesn't run so well on win10 straight out of the box, all though it does work with a bit of fidgeting with the settings.
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Post by Deleted on Mar 15, 2017 5:57:56 GMT
Where did you get 5.2? I really want it.
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Post by TinSoldier on Mar 15, 2017 20:16:48 GMT
i pretty much have all versions from v4.* on wards , i think i have a copy of v3.* somewhere too.
I even have version v6.* that fernando released as freeware or was it open-source, because at the time they didn't think a new version would be released, but about a year later they popped back on the forums with v6.5 all shiny and new.
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Post by Deleted on Mar 16, 2017 0:43:09 GMT
Is there any way you could message me the setup for 5.2? You ought to release them! Though wouldn't it be considered piracy? Idk.
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Post by TinSoldier on Mar 16, 2017 5:25:16 GMT
well those versions are copyrighted.. i had to buy them at $79 .. so no i don't think i can share them even though 3drad is gone now.
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Post by TinSoldier on Mar 16, 2017 5:34:19 GMT
Yet again another UPDATE: Turns out that even though skinmesh's are networked, the animation frames that i was going to use ARE NOT NETWORKED so the skinmesh idea is a bust... I'm currently looking back into ROBLOX www.roblox.com/develop#Been about year since i played with that, maybe they fixed some of the issue from back then.
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Post by Deleted on Mar 16, 2017 6:08:39 GMT
Holy... I can't believe 3D Rad was that much money. What does 5.2 even look like? Does it look like version 7?
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Post by GH Games on Mar 16, 2017 9:20:09 GMT
3D Rad was paid for? Wow. Did not know that. The first version I ever used was from 3drad.com and it was v7.22 the one we have all come to love and hate at the same time now.
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Post by indiedev on Mar 16, 2017 13:02:49 GMT
using old flaky versions [that maybe more stable but less compatible with todays systems] is a bad idea anyway, be thankful that v7 still works, 1 day it won't no more, then we are all lost...
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Post by TinSoldier on Mar 16, 2017 18:20:05 GMT
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Post by NicusorN5 on Mar 16, 2017 19:06:27 GMT
I would like to see it in my hands
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Post by TinSoldier on Mar 16, 2017 20:32:01 GMT
Ok kids, don't get excited.. v5.2 wont display the project properly on my computer, it seems that the display modes aren't supported so well with my graphics card, if i used the on-board graphics, it mite work better.. but i have no plans to remove my add-on graphics card just to use v5.2, assuming that even would help. There are 2 bugs in the collision editor where if you try to setup collisions in the 512 object range the values are destroyed by the engine and those collisions wont work. 2ndly when you have 128 or more objects in the project the collision editor display scales to fit all objects on screen at the same time, which makes each of the little box's you need to click on to create a collision between 2 objects, soooo small, you wont be able to even click the box.. image 512 little box's across the bottom of the screen in 640x480 low res screen mode.. V5.2 only supports 3 display resolutions, no matter what your computer supports, and it only runs in full screen display, even the builtin utility's like the collision editor use the full screen display mode. Most windows versions wont even let you select 640x480 as the default windows display, they can be set, but its how its done that makes the difference. There is a 512 object engine limit, but you can compile an unlimited number of levels into one project. v5.2 does support scripting and is required to some degree, but luckily all included resources come already scripted and ready to use as is, which gives you sample code to learn by and a major jump in quick development. Lots of other good and bad points, but the killer is as i said, the project graphics mode's are some how initialized weird and you likely will have display issues running the projects. On a good note, objects can be networked, and you can select what to network, unlike v6.* on words, such as locations or orientations and a global array of selectable list of variables. Also networking use's P2P, which is somewhat limited to 4 to 6 players only, the faster the computers involved the better, but P2P with a lot of networked data is a death sentence to your project if you expect fast networking. Also if the host leaves the project, the remaining players can continue to play with each other till the last person leaves the game, but once the project server ( the one who started the game) leaves, the project becomes lost and the original IP to the project, which is needed to join wont work anymore... there are ways to over-come this limitation by tracking all users IP in the project but it's not a straight forward process or easy to setup.
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Post by Deleted on Mar 16, 2017 22:55:05 GMT
Wow! Now I'm legitimately interested in knowing what version first introduced the 6.5x /7 layout we all know and love! I thought 5.2 would have that layout.
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Post by TinSoldier on Mar 17, 2017 3:11:56 GMT
Nope, v5.2 and previous was developed by Leonardo and was the last version from him.
He sold it to 3impact ( fernando) and their first version was v6.* which a year later officially came out as v6.5 .
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Post by TinSoldier on Mar 17, 2017 3:17:26 GMT
Leonardo did work for 3impact after the sale for a short while, but they had a differance of opinion on how development should go, so leonardo left 3impact with an undisclosed amount of money and we assume living in the Bahama's with his Lamborghini sitting on the beach sipping piña colada's all day.
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Deleted
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Post by Deleted on Mar 17, 2017 3:24:44 GMT
Do you know if any free trials of Rad were made when Fernando had gotten a hold of it? I went to the Wayback Machine and it shows that free trials existed, but are no longer around. and haha ,that is so accurate with the Bahamas statement.
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Post by TinSoldier on Mar 17, 2017 3:41:04 GMT
I really can't say, i'm pretty sure i don't have any, my first version was paid for as v4.1 if i remember right.
I also bought the 3impact license with the CD mailed to me, but never did anything with it.
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Post by Famer on Mar 19, 2017 8:32:38 GMT
I am. I cant just give up on this, i've literally spent years working with 3drad. Moving any project to a new engine, learning new scripting, most likely will involve way more math because there isn't any other engine as simple to use as 3drad. I suspect this project will be my last attempt at any game project. I would love to work with 3dradspace, that being said, we're still waiting for that project to come out, add time for bug fix's & addition of things etc.. it's probably gonna be a couple years still before 3dradspace makes any dent in game creation, assuming it actually becomes a usable game creation system. PS if you didn't know it, i'm 57 now, soon to be 58.... game creation is loosing interest for me really fast.. Wow! I didn't know that you were so much older than me!(I'm too young, 13 of course...)...
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Post by TinSoldier on Mar 20, 2017 0:07:49 GMT
Welp...
Someone mentioned 3drad v6.5 being more stable than v7.22, maybe so, but for completeness i decided to give 6.5 a try.
Nope, the exact same problem happens, the random yes it works, then nope it don't..
So 2 things occur to me , i'm developing on 64bit win10, 3drad was designed for winxp 32bit. and before that it was win7 pro 64bit.
Sooo i decided to use vmware and install winxp MCE 32bit and see if the hit & miss still happens.
The issue mite be, even if the hit & miss goes away, will it stay away when running a project on win10 64bit.. cant say, need to try it out.
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