Poll

Should I move Temporal Flux to Direct X?  (read below)

Yes
14 (82.4%)
No
3 (17.6%)

Total Members Voted: 17

Author Topic: Temporal Flux on Direct X?  (Read 6815 times)

Geiger

  • Guru of Life Emeritus
  • Chronopolitan (+300)
  • *
  • Posts: 315
    • View Profile
    • Geiger's Crypt
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 here

In the file menu, would it be possible for you to add a "Recent Projects" opened submenu

That'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 »

Zakyrus

  • Entity
  • Magical Dreamer (+1250)
  • *
  • Posts: 1363
  • "Bouncy, bouncy, bouncy... --!!"
    • View Profile
Re: Temporal Flux on Direct X?
« Reply #16 on: February 04, 2007, 06:44:56 am »
as for page size; are you talking about Virtual Memory settings?

Yep.

---T.Geiger

I 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.

Zakyrus

  • Entity
  • Magical Dreamer (+1250)
  • *
  • Posts: 1363
  • "Bouncy, bouncy, bouncy... --!!"
    • View Profile
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?

Geiger

  • Guru of Life Emeritus
  • Chronopolitan (+300)
  • *
  • Posts: 315
    • View Profile
    • Geiger's Crypt
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