Difference between revisions of "Talk:MessageBox Tutorial"

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1,252 bytes added ,  14:26, 28 August 2007
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imported>ShadowDancer
(more accurate about FPS)
imported>ShadowDancer
(results so far)
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::Well, some of these I can answer right off the top of my head, and can make reasoned guesses at some others although they will need confirmation. ScriptEffectUpdate does not operate in MenuMode. MenuMode will put any normally written spell on hold - ScriptEffectStart, ScriptEffectUpdate, and ScriptEffectFinish all pause in MenuMode. ScriptEffectUpdate is somewhat odd and I am not exactly sure why. It is like GameMode and yet isn't like GameMode, at least thats how it appeared to be with effect shaders - I am not sure if that has to do with how the effect shaders work or not, since I have never tried running the same test with a GameMode block (no it wasn't at 7 FPS, it was more like 20ish). Yes, you can use a GameMode block in a spell script, and as far as I know, it acts like a regular normal GameMode block. Effect shaders should be tested with a GameMode block to see if the results turn out the same as they do in a ScriptEffectUpdate block; should probably be tested together in one script. I am not positive about the MenuMode block, but I am pretty sure that it will also run inside of a MagicEffect script - that will need testing to confirm. I believe that it is possible to cast a spell from a MenuMode block, but that it won't initialize until exiting MenuMode when written in standard format - also needs testing. I am off to start some of these tests.
::Well, some of these I can answer right off the top of my head, and can make reasoned guesses at some others although they will need confirmation. ScriptEffectUpdate does not operate in MenuMode. MenuMode will put any normally written spell on hold - ScriptEffectStart, ScriptEffectUpdate, and ScriptEffectFinish all pause in MenuMode. ScriptEffectUpdate is somewhat odd and I am not exactly sure why. It is like GameMode and yet isn't like GameMode, at least thats how it appeared to be with effect shaders - I am not sure if that has to do with how the effect shaders work or not, since I have never tried running the same test with a GameMode block (no it wasn't at 7 FPS, it was more like 20ish). Yes, you can use a GameMode block in a spell script, and as far as I know, it acts like a regular normal GameMode block. Effect shaders should be tested with a GameMode block to see if the results turn out the same as they do in a ScriptEffectUpdate block; should probably be tested together in one script. I am not positive about the MenuMode block, but I am pretty sure that it will also run inside of a MagicEffect script - that will need testing to confirm. I believe that it is possible to cast a spell from a MenuMode block, but that it won't initialize until exiting MenuMode when written in standard format - also needs testing. I am off to start some of these tests.
::--[[User:ShadowDancer|ShadowDancer]] 14:09, 28 August 2007 (EDT)
::--[[User:ShadowDancer|ShadowDancer]] 14:09, 28 August 2007 (EDT)
:::Well, some interesting results showed up. Some of my earlier information is apparently wrong. Using pretty much the same script as before, I got the following results:
Spell cast @ 20 FPS (was the easiest FPS to achieve multiple times)
0 Duration = 3 cycles
1 Duration = 18 cycles
2 Duration = 36 cycles
3 Duration = 56-58 cycles (which is a bump I noticed the first time testing this)
:::But the cycles are consistant up until you hit the Duration of 3. To my surprise, MenuMode will not work from a Magic Effect script. GameMode and ScriptEffectUpdate produce the same number of cycles inside of the script with approximately 18-20 FPS (according to ATI) while the effect shader is running (apparently its closer to 18 and drops as the effect shader continues longer than 2 seconds). Based on this latest test, it leads me to believe that the ScriptEffectUpdate runs when the ScriptEffectStart is initialized, runs once just for the ScriptEffectUpdate, and once when the ScriptEffectFinish is run at minimum duration (of 0). I am going to try a test now to determine if the ScriptEffectUpdate will run before the ScriptEffectStart if I place it above that in the script.
:::--[[User:ShadowDancer|ShadowDancer]] 15:26, 28 August 2007 (EDT)
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