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Re: [help needed] Informative Inventory

Posted: Thu Jun 12, 2014 4:29 pm
by MonocleBios
Irontaco wrote:how does the game loads that stuff btw?
I haven't really looked all that deep into B3D's documentation so I can't say for sure how its load functions are written, but to simplify the overall process it goes as follows (Ignoring data streams and low level shenanigans):

1: Retrieve file from storage
2: Parse File
3: Load parsed data into RAM or VRAM depending on what was parsed (Images depend on whether or not you need direct access to the image data)
4: Establish pointers/references to the previous data and store them in RAM.

Most people can figure out that loading data from a hard disk takes an enormous amount of time compared to loading from RAM (Even then, RAM is still slow when compared to registers in the CPU, but that's irrelevant). So when you're writing a game, there comes a point where you have to start worrying about balancing RAM usage and HDD reads or the OS Kernel will intervene; something you usually don't want happening.

Re: [help needed] Informative Inventory

Posted: Fri Jun 13, 2014 3:16 am
by Irontaco
MonocleBios wrote:
Irontaco wrote:how does the game loads that stuff btw?
-snip-
Well, that makes things easier to understand, loading two models is a lot less efficient, then.

Alright guys most of the status effect icons should be -done- i guess, there are some i am not quite agreeing with but it is up to your opinion if keeping them or changing them (with this i mean the 008 icon along with the first ones i uploaded, i was thinking of making the 008 one be a heart with a biohazard icon over it (thanks mewlava))

here's the imgur preview: http://imgur.com/a/qGbq4

And the .zip file containing the same stuff : http://puu.sh/9rdEr/4fc07a99f2.rar

I did not bother too much with making ones for the Common Cold, Injured (as this should probs be displayed as text next to the human figure), Chickenpox etc. I could do those later. For now i am going to focus in getting the human figure thing right and etc.

Now, err, what's the final thing on how i should draw that? From what i understood Sam said i had to use a specific size canvas for every possible part-effect etc etc but others also said some other things so what's the best way i should do it, then?

Re: [help needed] Informative Inventory

Posted: Wed Jun 18, 2014 5:15 pm
by That Same Anon
Is confusion what happens if you put yourself in 914 on 1:1? Or is it some sort of cognitohazard?

Re: [help needed] Informative Inventory

Posted: Fri Jun 20, 2014 12:05 am
by Irontaco
That Same Anon wrote:Is confusion what happens if you put yourself in 914 on 1:1? Or is it some sort of cognitohazard?
Anything that confuses up your controls.

I'll get working on this again, just need to get some work for school done.

Re: [help needed] Informative Inventory

Posted: Fri Jun 20, 2014 12:14 am
by Mirocaine
I'm afraid that with what I'm finishing up for 1.0 will take WAYYY too much time to add the high poly items do-over to the list. But I'm sure that the stuff we have coming will keep you guys busy =)
Anyhow this mod looks awesome, I'd love to see it finished in the near future!