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  Thread: Into The Dark - My first Kickstarter
Post: RE: Into The Dark - My first Kickstarter

Really cool, had to back (pre-buy) it.
Fex News 9 941 03-20-2022, 07:40 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

In virtualbox (3D acceleration checked in settings), pulled latest source, get this crash when trying to compile/run the "Esenthel Builder.cpp" and "Project.cpp" (Project.cpp also has "TURQ" which is ...
Fex Support 22 7,117 08-06-2020, 07:08 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Just the change at: https://github.com/Esenthel/EsenthelEngi....cpp#L1344 And no other changes results in: "Can't create Constant Buffer" and crash. Which I had happening before when I would just do...
Fex Support 22 7,117 08-03-2020, 04:47 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Thanks for the idea Greg, Line 1362 of Display.cpp Code: if(MainContext.context=glXCreateContextAttribsARB(XDisplay, GLConfig, null, true, attribs))break; // stop on first found Generates segfault. ...
Fex Support 22 7,117 08-02-2020, 04:26 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Houge, are you still looping in InitPre? Or is there some way to make this actually be able to call Update()? I'm trying as well to do headless linux using Ubuntu 18.04. Downloaded the source, compile...
Fex Support 22 7,117 07-31-2020, 06:18 PM
  Thread: Need some example code for Physics Ray
Post: RE: Need some example code for Physics Ray

Code: ArrowClass myArrow; Byte AG_ARROW = 12; //can choose any # between 1..15 see ACTOR_GROUP enum myArrow.actor.group(AG_ARROW); UInt actor_groups=~(IndexToFlag(AG_ARROW)); //~ makes it ignore thos...
Fex Support 10 2,509 07-27-2020, 08:28 PM
  Thread: Esenthel Engine is now FREE!
Post: RE: Esenthel Engine is now FREE!

Congrats Greg! My EE game was derailed by RL (getting a wife, having kids, having a real job). Still once every few months I would check in here, because I have always had in the back of my mind I w...
Fex News 23 15,878 04-22-2019, 05:34 PM
  Thread: name change Game.ObjType
Post: name change Game.ObjType

Just a heads up Game.ObjType has been changed to just ObjType, it has been omitted from the name change list.
Fex Support 1 2,564 07-01-2015, 07:53 PM
  Thread: WASD MMO movement
Post: RE: WASD MMO movement

you can also buy the ineisis code
Fex Beginner Questions 5 3,971 02-27-2015, 07:00 PM
  Thread: Destructible object ineisis online
Post: RE: Destructible object ineisis online

Anyways my EE 1.0 Inesis based game used this code, I haven't made destructibles work in EE2+ Code: /******************************************************************************/ class TimedDest...
Fex Support 7 4,842 02-14-2015, 10:11 PM
  Thread: Ineisis -Detailed tutorials
Post: RE: Ineisis -Detailed tutorials

You guys may be running intot he fact that Ineisis as given only gives 256 height levels because it is stored as type byte for each point, I changed mine to Ushort to give more "levels" and smooth the...
Fex Tutorials 70 37,543 01-23-2015, 10:04 PM
  Thread: MaterialLock!
Post: RE: MaterialLock!

yes I agree I would love to have it back as well, I used it for changing the textures on blocks as they were being destroyed and for dyeing the color of armors, and for user supplied images to be disp...
Fex Feature Requests 2 3,153 01-21-2015, 11:00 PM
  Thread: Mesh Variations
Post: RE: Mesh Variations

It would be nice if you left MaterialLock in or someway to change individual material rendering from code at runtime, it does have its uses, mesh "dyeing" for instance.
Fex News 11 12,138 01-05-2015, 01:03 PM
  Thread: Problems with skeletons since last update
Post: RE: Problems with skeletons since last update

Thanks again, Code: Game.ObjParamsPtr obj=UID(82207790, 1135183605, 463827857, 3114706381); super.create(*obj); Is the right way to do it.
Fex Support 4 3,661 12-21-2014, 11:36 PM
  Thread: Problems with skeletons since last update
Post: RE: Problems with skeletons since last update

Thanks for your reply Greg, I looked at your changes to Kinematic.. going from mesh =obj.mesh (); to base =obj.firstStored(); in Kinematic::create seems to break the way I create the d...
Fex Support 4 3,661 12-21-2014, 08:02 AM
  Thread: Problems with skeletons since last update
Post: Problems with skeletons since last update

Ok firstly I tried to compile my game after the most recent EE update and every getSkelAnim call e.g: Code: SkelAnim        *rolling=null ... rolling &nb...
Fex Support 4 3,661 12-20-2014, 02:22 AM
  Thread: Reliable UDP
Post: Reliable UDP

I noticed there was no UDP (FastConnection) tutorial included with EE. I have been converting my game to RUDP and so decided to make a little tutorial using what I learned. Its useful to see how to u...
Fex Code Snippets 1 3,335 12-10-2014, 01:31 AM
  Thread: Quest for Territory
Post: RE: Quest for Territory

updated to the latest EE from 1.0
Fex Showcase 9 9,012 08-02-2014, 03:16 AM
  Thread: the annoying can't load ressource "..." error
Post: RE: the annoying can't load ressource "..." error

Actually it was the image mask of the minimap drawing that was causing my problem, it was interesting because the mask wasn't added to the project, but it had a valid UID that pointed to the file whic...
Fex Support 9 6,450 08-01-2014, 11:32 PM
  Thread: the annoying can't load ressource "..." error
Post: RE: the annoying can't load ressource "..." error

Ya I'm getting this bug, it seems like publishing is not including minimap tile images.
Fex Support 9 6,450 08-01-2014, 10:59 PM