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Thread: High-speed holoemitter

  1. #11
    Wire Sofaking Fizyk will become famous soon enough Fizyk will become famous soon enough Fizyk's Avatar
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    Default Re: High-speed holoemitter

    Update bump.

    I've added the feature that ZeikJT suggested, byte 1 now returns the number of used point. I have also added 2 inputs, "Active" and "Reset", so that you can reset it and turn on/off in a non-high-speed way.

  2. #12
    Newbie Programmer
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    Default Re: High-speed holoemitter

    Quote Originally Posted by Fizyk View Post
    Update bump.

    I've added the feature that ZeikJT suggested, byte 1 now returns the number of used point. I have also added 2 inputs, "Active" and "Reset", so that you can reset it and turn on/off in a non-high-speed way.
    Hooray! Sounds awesome. Great work.
    Against stupidity the Gods themselves contend in vain.
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  3. #13
    Inactive jamescorbett is on a distinguished road jamescorbett's Avatar
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    Default Re: High-speed holoemitter

    In the wiremod extras svn please.
    JC

  4. #14
    Faron's Assistant


    Anticept will become famous soon enough Anticept will become famous soon enough Anticept's Avatar
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    Default Re: High-speed holoemitter

    Due to the potential abuse of this addon, please add a convar that could either disable the addon, or prevent too much from being drawn at once.

    Added to UWSVN.
    Signature.

  5. #15
    Wire Sofaking Fizyk will become famous soon enough Fizyk will become famous soon enough Fizyk's Avatar
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    Default Re: High-speed holoemitter

    Thanks

    I added a convar, hsholoemitter_max_points, that lets you set maximum number of rendered points. Updated holoemitter is in the attachment in the first post. I can't test it right now, so I'm not sure everything is ok, but it should be.

    EDIT: Tested, the convar works.
    Last edited by Fizyk; 03-13-2009 at 10:36 AM.

  6. #16
    Wire Sofaking Fizyk will become famous soon enough Fizyk will become famous soon enough Fizyk's Avatar
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    Default Re: High-speed holoemitter

    Update bump!

    This update fixes usermessage spam when updating holoemitter's point list too fast. Also it adds the requested concommand, which AFAIK is still not committed. Please commit (Anticept?), because I don't have commit access.

    EDIT: There seems to be some bug with the convar, it looks like it's working in single player only. I'm looking into it now, when I manage to fix it I will update the files in the attachment.

    EDIT2: Ok, it now works in multiplayer too.

    EDIT3: Removed attachment, most recent version is in the UWSVN.
    Last edited by Fizyk; 04-09-2009 at 08:27 AM. Reason: Updated attachment

  7. #17
    Lurker E_net4 is on a distinguished road E_net4's Avatar
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    Default Re: High-speed holoemitter

    I've been trying to make this work for some time now. It simply won't turn on. I tried using both ways to turn it on (1st memory cell and Active input), but no points show up at all.
    I don't make, I create.

  8. #18
    Wire Sofaking Fizyk will become famous soon enough Fizyk will become famous soon enough Fizyk's Avatar
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    Default Re: High-speed holoemitter

    It's because it has no points in the memory by default. You need to put some in there by setting cells 5,6,7 to coordinates of the first point, 7,8,9 - second point etc., and put number of points to cell 4 (if it's 0, like when you spawn it, it means there are no points in the memory, and so the holoemitter doesn't display anything).

  9. #19
    Lurker E_net4 is on a distinguished road E_net4's Avatar
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    Default Re: High-speed holoemitter

    I did just that. Allow me to insert my code here. It's supposed to display a single dot in (2,2,2):

    Code:
    DATA;
    
    define holo,65536
    define holo_point,65538
    
    CODE;
    
    main:
     mov EAX,holo
     mov #EAX,1   //Active
     mov EAX,holo_point
     mov #EAX,1   //Point size
     inc EAX
     mov #EAX,0   //Show Beam
     inc EAX
     mov #EAX,1   //Number of points
     //Point 1
     inc EAX
     mov #EAX,2   //X
     inc EAX
     mov #EAX,2   //Y
     inc EAX
     mov #EAX,2   //Z 
    jmp main;
    
    The CPU is linked to an address bus, Memory1 is linked to the holoemitter, offset is 0, size is 2048, IIRC.
    I don't make, I create.

  10. #20
    Wire Sofaking Fizyk will become famous soon enough Fizyk will become famous soon enough Fizyk's Avatar
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    Default Re: High-speed holoemitter

    Try increasing point size to something like 10, it may be hard to see a single point that is this small and not moving. But if it's not it, then I don't know what's happening, I had no problems with it. I'll check if everything works, maybe some update broke it or whatever.

    EDIT: Indeed something is broken, I'm looking into it now.

    EDIT2: It was a problem with the convar that I added, it got lost somewhere when holoemitters were moved to "Wire - Render" tab, fixed it and committed, thanks for the information
    Last edited by Fizyk; 04-07-2009 at 12:55 PM.

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