IPS Pro - Beta downloads and information about v1.1
by Lukas Joergensen · 11/20/2013 (10:32 am) · 13 comments
Hello! Long time no see!
So, I announced the NodeMeshEmitters a while back, and it generated some fuzz and got me some sales, and I've been feeling kindda bad about not delivering.The thing is, the 1.1 update is huge! It's not just a few new features, I've been working on splitting up the ParticleEmitters into smaller sub-classes and delegating the work out between these sub-classes, it's an ongoing effort. At the same time, I've been working on eliminating my work-around for the missing particleeditors (exposing the variables to the WorldInspector through a series of proxy variables on the Node) and actually writing some proper ParticleEditors, which again demands that I split up the ParticleEditor into smalle pieces so that I can switch between what kind of ParticleEmitter it should be showing tools for.
So what I'm getting at here is, the NodeMeshEmitter was just a small part of all this, actually it was just a sideproject that I found interesting, and have been struggling with for a while. So I have been unable to release it within a short timespan.
So to mitigate the waiting, and at least giving you a way to get the tech from the NodeMeshEmitter, I am now introducing "Beta builds" for the IPS.
A new version of the IPS-Updater will be out soon, which allows you to download beta builds, if available. Beta builds are unstable, and incomplete. You can integrate it and get it up and running, but there is no documentation available and it is not guaranteed to work out of the box, if you know your way around C++ and Torque you should be able to get it integrated easily however.
So after this rather long wall of text, I will get into some information about the 1.1 update, these are the current update notes:
Fixed issues
- GraphEmitter - onBoundaryLimit wrote a bit too much.
- ParticleEffectData did not network its fields.
- A lot of functionality was implemented on the GroundEmitterNode instead of on the GroundEmitter
- Fixed MeshEmitter culling, it wasn't culled out at all
- Fixed an issue where having an error in the GraphEmitter expression would spam the console so much that the game would begin lagging to a point where it was unplayable. Still spams the console but not nearly as much.
- Reduced amount of bits written in AttractionBehaviour
- Removed the const keyword of funcPos in addParticle of GraphEmitter to improve performance
- Commented the benchmarker out of IPSCore.h
- Lightbase.h - Added some getters and setters to the Lightbase
- netObject.h - Added a "setGhost" method
Major changes
- Added the NodeMeshEmitter
- Added interfaces in IPSCore.h for IParticleEmitter and IParticleEmitterData which is what the rest of the ParticleSystem uses to interact with ParticleEmitter objects. Any object implementing these interfaces can work with ParticleManagers.
- Delegated the responsibility for creating, deleting, rendering and managing particles into ParticleManagers.
- BillboardParticleManager - (Standard billboard particles)
- BillboardRibbonParticleManager - (Ribbon particles credits to Adam Armstrong)
- EffectParticleManager - (ParticleEffects as particles)
- EmitterParticleManager - (ParticleEmitters as particles)
- PointlightParticleManager - (Pointlights as particles)
- TSShapeParticleManager - (Meshes as particles)
See the ParticleManagers in action here
All Particle Types
Because this update is so huge, I have decided to chop it into 2 updates. 1.1 which is all the above update notes and 1.2 which includes the ParticleEditors. I will be working hard to get these updates out ASAP
About the author
IPS Bundle available at: https://www.winterleafentertainment.com/Products/IPS.aspx
#2
11/20/2013 (2:33 pm)
That is one helluva firework display! And kinda weird when soldier's meshShape spawns from them!
#3
11/20/2013 (3:30 pm)
If I could make a request for IPS. I would like to see a particle system conforming to the surface of a mesh.
#4
Or do you mean like, where the particles follow the geometry of the shape on movement rather than on emission only?
@Alphaslime, functionally they are the same. But they are seperate from the BillboardParticles so the code for the RibbonParticles are much cleaner and easier to manipulate and improve.
11/21/2013 (1:24 am)
@Benjamin do you mean like this?Or do you mean like, where the particles follow the geometry of the shape on movement rather than on emission only?
@Alphaslime, functionally they are the same. But they are seperate from the BillboardParticles so the code for the RibbonParticles are much cleaner and easier to manipulate and improve.
#5
You can continue using the old IPS-Updater if you prefer that.
11/21/2013 (1:28 am)
The new IPS-Installer is available for download
The new installer doesn't give you access to new code, except from the beta code, but it has some new features and allows you to change between patch notes for the different downloads in a simpler way than pressing the "download" button as before.You can continue using the old IPS-Updater if you prefer that.
#6
11/21/2013 (4:52 am)
Oooo ... ooooo ... finally when this gets done I can do proper Spawn Effects when a player spawns in on Re-Spawn. 8-}
#7
http://www.youtube.com/watch?v=ET-XTTlliPY
11/21/2013 (7:28 am)
@Lukas - The first one looks like what I needed at first. I guess I meant like this. http://www.youtube.com/watch?v=ET-XTTlliPY
#8
Do we get the new installer by downloading IPS from winterleaf's website again?
11/21/2013 (9:28 am)
@LukasDo we get the new installer by downloading IPS from winterleaf's website again?
#9
@alphaslime yeah just download it again, you will see some new controls at the top bar.
11/21/2013 (9:47 am)
@Benjamin yeah, I'm pretty sure you can achieve those effects with the MeshEmitter.@alphaslime yeah just download it again, you will see some new controls at the top bar.
#10
11/21/2013 (12:57 pm)
Interesting. I wonder what kind of nifty particle displays you'll have for us next. ;)
#11
11/21/2013 (1:51 pm)
Just a note, you need to rename/uninstall or delete your existing IPS-Updater.exe or it won't update it :-)
#12
11/21/2013 (5:56 pm)
Are the beta builds supported, and if so where would we report a bug for it?
#13
@alphaslime Yes very much supported, but the current one was a bit of a mock-up to make sure it downloaded properly and to make some of the files available.
If you have any issues you can report them at the WLE Forums
11/21/2013 (11:03 pm)
@David yeah thats right, need to fix that at some point.@alphaslime Yes very much supported, but the current one was a bit of a mock-up to make sure it downloaded properly and to make some of the files available.
If you have any issues you can report them at the WLE Forums

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