Option to turn off compile messages?
- TaroNuke
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8 years 1 month ago - 8 years 1 month ago #1
by TaroNuke
Option to turn off compile messages? was created by TaroNuke
I'm working on some... "things" for some fun pranks to play on friends, so if possible, I would like to make it so that the compile message does not show up on the screen when effects are rebuilt on the fly.
I'm not trying to remove credits or anything, I don't mind the startup message, but I have a script that I can trigger to edit some configs on the fly, and the "Already Compiled" etc. message would kind of ruin the flow...
EDIT: Or better yet, some way to pass information out of the game, or have the .h files read a text file that can be constantly updated in order to get its setup variables?
I can handle editing text files with my script based on things that happen in the game already. Things are about to get wacky.
EDIT2: Actually, I'm really curious about developing for this thing. Is there somewhere I can go to learn how to do things like e.g. make explosion's radius scale with how much time is left on the timeout? I feel like if I learned how to use the update loops within effects I can basically get what I want to do done with virtual key presses (I can already do that, too)
Any responses would be great. Thanks
I'm not trying to remove credits or anything, I don't mind the startup message, but I have a script that I can trigger to edit some configs on the fly, and the "Already Compiled" etc. message would kind of ruin the flow...
EDIT: Or better yet, some way to pass information out of the game, or have the .h files read a text file that can be constantly updated in order to get its setup variables?
I can handle editing text files with my script based on things that happen in the game already. Things are about to get wacky.
EDIT2: Actually, I'm really curious about developing for this thing. Is there somewhere I can go to learn how to do things like e.g. make explosion's radius scale with how much time is left on the timeout? I feel like if I learned how to use the update loops within effects I can basically get what I want to do done with virtual key presses (I can already do that, too)
Any responses would be great. Thanks
Last edit: 8 years 1 month ago by TaroNuke.
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- crosire
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ReShade 2.0 will have a "#pragma reshade noinfomessages" to turn them off.
To change the explosion radius based on technique timeout, you can do something like this:
To change the explosion radius based on technique timeout, you can do something like this:
// Replace the following line in CeeJay.cfg
#define Explosion_Radius (2.0 * Explosion_TimeLeft / Explosion_TimeOut)
// Add the following line somewhere around the top in Explosion.h
uniform float Explosion_TimeLeft < source = timeleft; >;
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- TaroNuke
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8 years 1 month ago - 8 years 1 month ago #3
by TaroNuke
Replied by TaroNuke on topic Option to turn off compile messages?
Oh, thank you mr. crosire!
Will this ReShade 2.0 be out before August 2016? (not to rush you, just asking, because that's when things happen)
My ReShade must be out of date, I have a SweetFX.cfg with that line, but no CeeJay.cfg
Also, it says that "timeleft" is an undeclared identifier in Explosion.h?
Will this ReShade 2.0 be out before August 2016? (not to rush you, just asking, because that's when things happen)
My ReShade must be out of date, I have a SweetFX.cfg with that line, but no CeeJay.cfg
Also, it says that "timeleft" is an undeclared identifier in Explosion.h?
Last edit: 8 years 1 month ago by TaroNuke.
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- crosire
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Yes.TaroNuke wrote: Will this ReShade 2.0 be out before August 2016?
Right sorry, it's SweetFX.cfg currently. And I forgot to put the "timeleft" into quotes:TaroNuke wrote: My ReShade must be out of date, I have a SweetFX.cfg with that line, but no CeeJay.cfg
Also, it says that "timeleft" is an undeclared identifier in Explosion.h?
uniform float Explosion_TimeLeft < source = "timeleft"; >;
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8 years 1 month ago #5
by TaroNuke
Replied by TaroNuke on topic Option to turn off compile messages?
You are literally a god among men, I'm legit grateful that you took the time to reply to me (twice!)
It's rare that the developer of a software bothers with commoners who have no idea what they're doing.
The Explosion.h works now, and I can trigger it to happen in time with the music in a game I'm working on.
I have a feeling that this project is in good hands.
It's rare that the developer of a software bothers with commoners who have no idea what they're doing.
The Explosion.h works now, and I can trigger it to happen in time with the music in a game I'm working on.
I have a feeling that this project is in good hands.
The following user(s) said Thank You: crosire
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