AFX Original demo updated

Friendly conversations, and everything that doesn't fit into the other forums.
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Bloodknight
Posts: 197
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Dec 06, 2018 11:59 pm
Thankfully I had done most of this a while back, and to be fair, most of the work had been done by az, I just cleaned up a little here and there, I am posting here because I'm hoping that others have an interest in AFX and in the script side of it that provides pretty much most of a fantasy spell system, and are willing to help maintain or even advance the demo.

the repo can be found here, https://github.com/Torque3D/AFX-Template it works with the development branch (as of 06 Dec 18 at least), I haven't tested it against 3.9 or 3.10+. There were some changes to the GUI menu system and I'm not sure of the dates of them and whether they are in the master branch or not.
Steve_Yorkshire
Posts: 301
Joined: Tue Feb 03, 2015 10:30 pm
 
by Steve_Yorkshire » Mon Dec 10, 2018 12:20 am
Coolio 8-)
Bloodknight
Posts: 197
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Jan 31, 2019 5:13 pm
Current bugs,

BadBehaviour editor crash (use straight script files as workaround)
some spells trigger a 'fatal' asset that can be ignored (love that!)
Azaezel
Posts: 431
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Jan 31, 2019 5:15 pm
seems there's a console refactor issue with

REPO: https://github.com/Bloodknight/Torque3D ... PG_Starter
code in particular:
https://github.com/Bloodknight/Torque3D ... pp#L60-L94

where it looks like the intent is to feed an id, method and get back an enum, but linux is choking on the EngineUnmarshallData formation. any notions there, @ LukasPJ? Can't say I'm having much luck this end.
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