Re: [Freebooters-devel] MapEditor
Initial version for a map editor to be used in Freebooters. Very nice, with this we should be able to finish the caribbean map a lot faster! But how can I switch from top-down view into 3D mode? Well, the map is all 3D there are not 2D elements in the app, but the viewpoint is top-down so maybe it looks 2D, I can try to add some camera movement, but dont think its worthy since all the raytracing that marks the position takes as origin the camera position, that makes much easier to edit the map. If you want to see it more 3D try with python land-1.py that is in the same path as editor.py at the moment you can only see the map without sprites but in a close future I want to add the code to load the sprites from the XML files. The editor can move from a top view of the caribbean map, in 3D, and and save that for a later use in data/map_file_name.xml. The current height maps are split into tiles, as each tile does have a new relative world coordinate it would be better if the generated XML would be split into tile definitions, as well. What do you think? Well as its now if you load in the editor lets say caribean.0.0.png it saves a caribean.0.0.xml so its tile independent. The editor works now with only one image cc.png, but I wanted to add so it reads an argument so you have to call it as: python editor map_file_name.png So you can edit individually the tiles you wanted and save only that xml Other versions --- * Adjust it to make it work in Ogre-Freebooters (probably) I'll do that and implement simple XML parsing for the level definitions. Out current format is a crude hack anyway. The only thing needed to adjust it, as I refer in that line of the README, is the Y height, since the X and Z position must be ok, but the Y is better when placing the sprite check the height, with raytracing, in the Ogre Map, as probably that changes. I just upload a new editor.py just adding the Harbour rotation and harbour XML output, Im going to check the XML load in python. Once that is done, I thing making just: * Make the script takes the map from command line, so different maps could be loaded. We can start working with the map editor, its really rough, the gui can use some improvement, I can spend some time with that but dont think is worthy, sadly is the weak point of Soya.. Also Im interested in the performance in your computer, how many FPS are you getting in editor.py and in land-1.py? Tak note that playing with these values land.map_size = 7 and land.split_factor = 5.0 in the py files the performance changes greatly.
[Freebooters-devel] Testing cvs
Hi Some things: * Open up freebooters, and while I move or have the mouse over the window the console starts showing a lot of --0x8101c70 lines, and the Gui gets really laggy.. takes ages to change fron one option to another, the fact is that normally gui windows are Laggys.. real laggys and a lot of those --0x8101c70 lines r:-/ Nothing else at the moment GLX seems to be borked in 1.0 version I have so im downloading Hastur to test .. :)
Re: [Freebooters-devel] New GUI design - harbour screen
The new gui desing looks nice, but the middle draw, the ships one, I prefer to be replaced with the 3D model ingame, but that is not going to be able until the new GUI system cames to Ogre3D.. But the icons and in general the style of the graphics is really good :)
Re: [Freebooters-devel] Freebooters 0.2.2 has just been released
Freebooters 0.2.2 has just been released. This is the first release that Ok, time to move on to 0.3 Ive been thinking on three things I can do at the moment. 1- Make a new arrow, and make it change size as wind changes its strength (little time) 2- Fix the sailing physics with better and nicer ones ;) (medium time) 3- Make the Caribbean tile-map (lots of time) Also is needed to do some forest stuff (groups of palm trees) Also for doing 3 we need to discuss how to make them, the format, size, and so.. :)
Re: [Freebooters-devel] Freebooters 0.2.2 has just been released
1- Make a new arrow, and make it change size as wind changes its strength (little time) Very good, maybe like to official wind strength sign? It's like a circle with a line on it and there's a long line for every two beauforts wind strength and a small line for one beaufort. (Hard to explain and probably not understandable :-) ) I understand, I see the meteosat in the news ;) But thats not a nice solution I think, because those will be different models, I plan on a normal arrow and a windNode-setScale(1,X,1); so it scales in lenght not in height or depth (my english get worse each day :D ) 2- Fix the sailing physics with better and nicer ones ;) (medium time) Yes, this may be a point that we should put some ideas into, before we start coding it. Maybe Paul Damer wants to have a look at it, he already wrote something for the 2D sailing. 3- Make the Caribbean tile-map (lots of time) Also is needed to do some forest stuff (groups of palm trees) Also for doing 3 we need to discuss how to make them, the format, size, and so.. Yes, I already have some ideas, I'll write them up and post them to the mailing list, probably even tonight. ok, I vote for bigger tiles. And smaller ports. :) Other stuff that I want to work on: - Integrate the Seapassage class into the real Freebooters (almost done, but I ran into a little problem, see the Help forum for details) I see that.. is a shame Cegui is not in ogre yet, because we can add all the menus in freebooters inside the Ogre3D, so you donr really need SDL (only for music maybe) and place some animation or 3D view in the background inestead of the fixed sepia images.. Look what I see in Ogre forums: The next major version of OGRE will use CEGUI as its GUI system. We are aiming to have 1.0 released around Christmas, though don't hold me to that as these things do change sometimes Smile The implementation will be exactly the same so I'd suggest to start moving to it now. I think Im going to try to update Azatoth at the moment, we can consider that as minimal req for next version.. Only thing we need is a Sample for the new Cegui system..and Christmas is All Around here ;-) - Collision detection with the harbours there is a -showBoundingBox in the class SceneNode you can have a look at, I think it has even (quoting for some example I see in ogre forums): AxisAlignedBox box = entity-getBoundingBox(); Then you the have the .intersect that I think can check if a vector is inside.. Something like that ..
Re: [Freebooters-devel] Terrain tiling works now
Its missing skybox.material in CVS I think, can you commit it please? Well, you were faster :-) Im always afraid of commiting something because I sometimes do changes to files and didnt commit them, just testing, and Im afraid of commiting some borked files, for example when I commit that it also commited config.mak no idea why. Anyway something is broken in the skybox because it didnt show right, did you change something in the freebooters.zip file ? Im looking at that now.. more later.. Also I realize that Ogre mesh file format have changed as Azatoth 1.0 (Ogre CVS) is complaining about it.. dont know if its right to change the mesh files to the new version and commit them, because maybe it didnt work properly with 0.15 version..
Re: [Freebooters-devel] Tiling scene manager in CVS
Can't get corners of a null AAB' failed. This seems to be a bug in Ogre (Bug 14 in the bugtracking system). It's running fine on r200 based workstation, but maybe this bug is reproducible with a fresher CVS checkout. I'll investigate this on sunday. Im making ogre cvs update and now seatravel segfaults, and I cannot test one heightmap I done.. It would be great if you could create five heightmaps like this. I'll work on integrating the harbours in the tile descriptions next. Ok. Il try to do it today. Im trying to fix it with another cvs update, and try to test if height is ok, because when you said that any height taller than 40 is coastal, 40 units of what? In terragear maybe? I try to fix ogre to check it
Re: [Freebooters-devel] Tiling scene manager in CVS
Using CVS ogre, btw they make an anouncement in main site about the inminent release of 0.15, everything looks ok until this: g++ -g -Wall -O2 `sdl-config --cflags` `pkg-config --cflags OGRE` -c -o seatravel.o seatravel.cc seatravel.cc: En member function `virtual bool SeaFrameListener::frameStarted(const Ogre::FrameEvent)': seatravel.cc:559: error: `Degree' undeclared (first use this function) seatravel.cc:559: error: (Each undeclared identifier is reported only once for each function it appears in.) make: *** [seatravel.o] Error 1 So, I look the code, and seems that you changed that line for CVS 0.15, but its not working for me, Im redownloading at the moment a fresh CVS Ogre copy and try again..
[Freebooters-devel] Last cvs
I agree that the helm is not needed. It's probably not even visible most of the time. In the inter island What you mean with helm? r:-/ Is helm the CUTsails.mesh? because that one is missing in the last cvs code and is not showing while loading the model .. Is the same one I ask you the other day if you have modified something in that. I like the camera position, but that one is not ortographic right? the ortho one looks strange, the problem with that view is that you have a very big area of view == a lot of polys.
[Freebooters-devel] Sloop md2 model
Hi Im in a hurry so Ill be fast, more things tonight. I have a new model for the sloop (http://www.pccable.es/images/sloopmd2.zip ) the old model was totally wrong for exporting that into a game, the textures failed (the hull ws transparent and the sails only can see them from one side) , so I have to redone some things, the flags are almost done, just missing a better hull, I made a temp one, in this new model. Also I add the Armature and the bones, for the main sail, so it could be turned when player turns it, also Im making tests with Irrlicht, and in the same zip I include an MD2 file of that model with the animation, also the source code (main.cpp and a Makefile), so if you download Irrlicht can see that in motion in 3D and with the animation (just place a loop). You only need to modify the path for the texture and the model in the Main.cpp.
Re: [Freebooters-devel] Sloop 2.0
The same as the other model, missing textures+details. Great, both look very good. Once you have some textures we could begin to integrate them as sprites and into the shipyard menus. Are these made with Blender? Thats ok for me, I try to texturize the sloop and finish the details, the ropes and so, but Im still concerned about the top look. Yes, the models are made with blender :) If you want, or anyone else, I can share the .blend file, so anyone can improve them, they are very simple I think.. The thing is, that the battle ship will be visually much much better in OpenGL 3D (yeah I know its obvious), but no idea of OpenGL here, been looking some docs about it but my knowledge in that is zero, but if we have the models already in 3D why not use them? Im not thinking about a freely 3D view but and fixed isometric point of view. Also the terrain, when later saling, can be made as well in 3D, the islands, the coast etc.. I'm only thinking this because the 2D sprites didn't look fine from a top view, don't know if later in game they look better.. ;) Anyway, I try to finish the sloop, if someone wants to give a hand I setup that for download, but in that case I think we need a CVS or similar, so we dont make double the work ;)
[Freebooters-devel] 0.2 v
Hi Well I see there is no official anounnce to the list, but I see it some minutes ago in the gna rep. server v 0.2 arrives to dock :-D Anyway, I realize one small bug, when you sell something, in the screen it does say Buy cargo no Sell cargo, ah! and a really annoying thing, if you press ESC key, the game quits, it should go one menu back (maybe quitting if in main menu), not quitting without warning. The rest, for a v0.2 looks very promising, are there any Todo List somewhere? For the 3D models, still working, Galleon model is going slow, but looks fine, for the moment, hope to send some update this week. :D