Chrono Compendium Welcome, Guest. Please login or register.Did you miss your activation email? 1 Hour 1 Day 1 Week 1 Month Forever Login with username, password and session length News: Home Help Search Login Register Chrono Compendium » Kajar Laboratories - Fan Works and Submissions » Chrono Trigger Modification » Temporal Flux on Direct X? Poll Should I move Temporal Flux to Direct X? (read below) Yes 14 (82.4%) No 3 (17.6%) Total Members Voted: 17 « previous next » Print Pages: 1 [2] Author Topic: Temporal Flux on Direct X? (Read 6815 times) Geiger Guru of Life Emeritus Chronopolitan (+300) Posts: 315 Re: Temporal Flux on Direct X? « Reply #15 on: February 03, 2007, 10:33:36 pm » In TF 2.55, I changed some overworld exits (the coordinates of entering a location). When landing the Epoch in eras 65M B.C., 12K B.C. and 2300 A.D. cause the game to freeze while the music continues.Specific settings would be helpful. And please reports bugs / suggest features in a thread separate from this one. Like say, this one hereIn the file menu, would it be possible for you to add a "Recent Projects" opened submenuThat's on the "someday" list.would it be possible to atleast include all the tile graphics packets under the export command?That's on the "intended-but-no-idea-when-i'll-get-to-it list".as for page size; are you talking about Virtual Memory settings?Yep.---T.Geiger « Last Edit: February 03, 2007, 10:45:29 pm by Geiger » Logged Zakyrus Entity Magical Dreamer (+1250) Posts: 1363 "Bouncy, bouncy, bouncy... --!!" Re: Temporal Flux on Direct X? « Reply #16 on: February 04, 2007, 06:44:56 am » Quote from: Geiger on February 03, 2007, 10:33:36 pmas for page size; are you talking about Virtual Memory settings?Yep.---T.GeigerI figured as much and just wanted to make sure. Thanks.By the way, I posted the exact way to reproduce the above bug in the forum you have created. Logged Zakyrus Entity Magical Dreamer (+1250) Posts: 1363 "Bouncy, bouncy, bouncy... --!!" Re: Temporal Flux on Direct X? « Reply #17 on: February 18, 2007, 04:36:03 am » Also if you go to DirectX, will you be able add animations such as tile anims, a sprite viewer, and editors? Logged Geiger Guru of Life Emeritus Chronopolitan (+300) Posts: 315 Re: Temporal Flux on Direct X? « Reply #18 on: February 18, 2007, 11:59:21 pm » Also if you go to DirectX, will you be able add animations such as tile anims, a sprite viewer, and editors?I'm able to do all of those things now. At a rate of 5 seconds per frame. If I were to implement such features in the future, it should make them work quite a bit faster on Direct X. As I have stated in the past (many times), none of those things is currently a priority. Nice polish features, but have little value overall. Especially compared to all the things you cannot do with some other program.---T.Geiger Logged Print Pages: 1 [2] « previous next » Chrono Compendium » Kajar Laboratories - Fan Works and Submissions » Chrono Trigger Modification » Temporal Flux on Direct X?