On Fri, Jun 29, 2012 at 11:07 PM, Kai Sterker kai.ster...@gmail.com wrote:
But maybe there needs to be a check in place to either prevent this
from happening, or at least catch it at runtime and give a more
helpful error message. It's probably in general a good idea to ensure
that all python
On Sat, Jun 30, 2012 at 11:17 PM, StyxD sty...@gmail.com wrote:
Yep, I have python 2.7.3 and it happened to me too. As soon as you
press down in worldtest, or not at all. It's very irregular, but
happens.
Okay, then I guess I'll try to figure out a few more details, then
report it as a bug.
On Sun, Jul 1, 2012 at 8:50 AM, Kai Sterker kai.ster...@gmail.com wrote:
Okay, then I guess I'll try to figure out a few more details, then
report it as a bug.
http://bugs.python.org/issue15236
Now we'll have to wait and see.
Kai
___
Adonthell
On Sun, Jul 1, 2012 at 11:48 AM, Kai Sterker kai.ster...@gmail.com wrote:
http://bugs.python.org/issue15236
Now we'll have to wait and see.
Turns out it is our fault after all. Problems with Python reference
counting. However, reporting the issue was quite helpful in getting
some valuable
On Mon, Jul 2, 2012 at 5:22 PM, Josh Glover jmg...@gmail.com wrote:
For me, that deselects the current answer, and no amount of pressing
up or down reselects it.
Can anyone reproduce?
Yes. Good catch!
In the gui::conversation key input handler, it looks like all
unrecognised keys are
On Mon, Jul 2, 2012 at 11:36 PM, Kai Sterker kai.ster...@gmail.com wrote:
I would say this is a problem with gui::layout itself, not just
gui::conversation. If you look at the implementation, you'll see that
conversation is a scrollview is as layout. The scrollviews only child
Y'all,
having finally warmed up, I'll be looking into one of the remaining
issues needed for WE: making pathfinding aware of the 3rd dimension.
So far it only works for ground level pathing, but Redwyne Inn will
have cellar, first and second floor at least, with NPCs walking around
on either
On Mon, Jul 9, 2012 at 8:49 AM, Josh Glover jmg...@gmail.com wrote:
Hi Josh!
I got the layout switch sound working, but after merging in the latest
master, I can no longer run worldtest:
I've seen the fail to load quicksave error too, but this does not
prevent worldtest from running. (Need to
On Sun, Jul 8, 2012 at 4:34 PM, Kai Sterker kai.ster...@gmail.com wrote:
Committed my first changes to the pathfinding code. It's basically
some code cleanup, better test and a few small improvements to get it
working with the test map. To see stuff in action, run
./path_test -g
On Wed, Jul 18, 2012 at 10:52 PM, Josh Glover jmg...@gmail.com wrote:
P.S.: Already got an idea what to do next?
Nope, no clue. What do we need to get WE out?
There's the bit about separate volume settings for different types of
audio, although that's probably just a nice to have.
More
On Mon, Jul 23, 2012 at 10:24 AM, Josh Glover jmg...@gmail.com wrote:
Ok, makes sense. How would the adonthell program differ from worldtest? Just
by not hard-coding the loading of the player and NPC?
I thought a bit about the possible options we have and I see two ways
how it could work in
On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote:
Pushed the latest pathfinding code, with a few open issues resolved
and at least generally in a clean state. Still not done completely,
though.
Going up stairs also works now, although not perfectly. There are
instances
On Mon, Aug 6, 2012 at 10:33 PM, Kai Sterker kai.ster...@gmail.com wrote:
On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote:
Pushed the latest pathfinding code, with a few open issues resolved
and at least generally in a clean state. Still not done completely,
though
On Tue, Aug 28, 2012 at 6:42 AM, Josh Glover jmg...@gmail.com wrote:
All in all my goal is to get the map done as far as possible,
That will be really great! I think once we have a functional (if not
complete, from an art point of view) WE map, it will be really
motivating.
That's what I
On Wed, Sep 5, 2012 at 6:45 AM, Josh Glover jmg...@gmail.com wrote:
Others should be able to set GTEST_DIR and GMOCK_DIR
environment variables to an unzipped gtest/gmock source tree and get
it working as well (untested).
Great idea, Kai! I'll give it a try as soon as I have a
On Tue, Sep 4, 2012 at 2:43 PM, Josh Glover jmg...@gmail.com wrote:
I guess it would be nice to fix it, and like you said, hardcoding
seems quite restrictive to any third-party games that want to use the
Adonthell engine.
Added the item to the Waste's Edge engine requirements. It should be
On Tue, Sep 11, 2012 at 11:05 PM, Chris Frey cdf...@foursquare.net wrote:
The reason for the issue is that moving::calculate_ground_pos()
appears to be wrong for the stairs-back and stairs-right models,
while it appears to work correctly for the other two. Will attempt to
fix that tomorrow,
On Mon, Sep 3, 2012 at 8:56 AM, Kai Sterker kai.ster...@gmail.com wrote:
Anyway, as for my own progress, if I did not forget anything, it's now
possible to use wastesedge data with worldtest to look at the
work-in-progress map. Still has some issues I need to track down,
though
On Wed, Sep 12, 2012 at 10:53 PM, Kai Sterker kai.ster...@gmail.com wrote:
Today I have added the zones required by the path_test program, so in
theory it is now possible to run
./path_test -g ../.. wastesedge
and press 'p' to schedule a pathfinding task for the NPC on the map
On Mon, Sep 17, 2012 at 11:04 PM, Kai Sterker kai.ster...@gmail.com wrote:
Took me a while to get anything done, as I had too much else going on
that kept me occupied. However, I finally managed to get down to the
following two items.
* Noticed that the pathfinding can get into an endless loop
On Mon, Sep 17, 2012 at 11:04 PM, Kai Sterker kai.ster...@gmail.com wrote:
* Recognizing doorways still not implemented.
Been pretty quiet about that, lately, but have been working on that
for a little while. It's slowly coming together, but some details
remain before I can commit my changes
With the last commit (which is nearly two weeks old by now) I believe
I'm done with pathfinding for the purpose of a Waste's Edge remake.
Finding paths through doorways works and pathtest shows that it's
pretty much possible for NPCs to find a way from any point on the
(unfinished) map to any
Wishing everyone all the best for 2013!
Really hope that Adonthell will make some progress too, but I have to
admit that there are many things in life that are more important :-).
So lets hope that all else is well first, then there might also be
time to push a snail a few inches further along
Didn't have much time since November, but I had a few days available
this week after travelling a bit. Now that I started working on some
stuff, I hope to keep it up in the weeks to come, albeit at a somewhat
slower pace. I'll be going over the various items listed under
A number of the last few commits were made to improve overall
performance, to bring the engine back to near the level I measured
some time ago:
http://adonthell.nongnu.org/news/index.shtml#Monday%20February%2028%2020:16%202011
It's not quite there, but of course new functionality was added in
On Sun, Mar 10, 2013 at 4:27 PM, StyxD sty...@gmail.com wrote:
Hey, all
I had no time at all to touch adonthell since the last October, but I
think I'll be able to find some soon. I would still want to finish the
dialogue box functionality, since it's almost done. I'll try to get
this over
On Sun, Mar 10, 2013 at 10:14 PM, Kai Sterker kai.ster...@gmail.com wrote:
There is one major issue left to track down: if the character is not
on z position 0 while saving, it will not be able to move after
loading.
Figured out what it was and fixed it: character position is stored
twice
On Mon, Mar 11, 2013 at 10:31 PM, Kai Sterker kai.ster...@gmail.com wrote:
Figured out what it was and fixed it: character position is stored
twice in the map data file: for one the actual integer coordinates
where the character object sits on the map, and second the actual
character position
Did some debugging with valgrind today. Discovered a few things that I
fixed, but there are still a lot of issues reported that seen to come
from Python. Reading some more about valgrind and Python, it seems
that the two do not play nicely together. More info here:
On Tue, Mar 12, 2013 at 10:06 PM, Kai Sterker kai.ster...@gmail.com wrote:
Probably going to work on saving screenshot next. Also going to do
some memory leak checks.
After a couple days of memory leak hunting, finally implemented the
screenshot functionality. Unlike the code in worldtest
Wanted to continue work on the WE map today, only to notice that
something is wrong with the editors. All of the custom views are
either blank or show garbage.
Haven't really been able to figure out what the problem is, but I
suspect it has something to do with the graphics backend for GTK+
On Mon, Dec 19, 2011 at 9:17 PM, Kai Sterker kai.ster...@gmail.com wrote:
It appears that the Wiki can remain at berlios.de (but there's also a
Plan B for the case they really shut down). So no changes there for
now.
Seems the inevitable was only delayed. Now berlios.de is closing for good
Y'all,
long time no write, since I am still quite busy these days with little
time to spare for coding (outside of work). As you may have noticed, I
committed some stuff I had lying around recently (hope everything
still compiles), Wanted to have that safe before upgrading my system.
It's been
On Thu, Jun 2, 2016 at 10:01 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
> * switching between Window and Fullscreen must be implemented
>>
>
> That'll be today's task, together with introducing the Letterbox mode and
> some provisions for multi-monitor setups (should
On Sat, Jun 4, 2016 at 10:33 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
There is one larger task related to the text rendering, due to a change in
>> the scaling implementation. [...] I guess that returning to the v0.3 way of
>> scaling everything upfront is the bett
On Mon, Jun 6, 2016 at 9:52 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
There is one thing that I want to give a bit of an overhaul still, and that
> is the text rendering. Due to the scaling and the way I originally
> implemented the true type font stuff, spacing between
On Sun, Jun 5, 2016 at 11:14 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Somewhere in there must be a small loophole, though, because the label in
> the option screen that displays the current mode is no longer correctly
> aligned after such a change in scale. I'll have to
On Thu, Jun 9, 2016 at 10:25 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
Unfortunately, I did notice a performance degradation during the dialogues.
> Especially with true type fonts it takes ages to render the text. CPU load
> goes way up, and I no longer can quickly skip throu
Hi folks,
I finally built the first v0.3.6 tarballs (mainly for the translation
project), but for those of you unwilling to deal with CVS, here's the
chance for a sneak peek at the upcoming release:
http://download.savannah.gnu.org/releases/adonthell/adonthell-0.3.6-pre.tar.gz
Brief update.
Spent last week correcting minor issues in Waste's Edge itself, then took
Saturday off, as I started to feel a bit worn out by all the testing that
every small change brings with it.
Today I came back full of energy and replaced SDL with SDL2 in one fell
swoop. I now have it in the
On Tue, May 31, 2016 at 4:04 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
Good progress yesterday. Main menu and intro sequence are working up to a
> point. There seems to be a memory corruption with the speech bubbles, so it
> crashes. But I think I know where to look in
On Tue, Jun 21, 2016 at 11:12 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
For now I have just build it the Unix way, so not yet able to through
> together a (preliminary) package. In fact, getting all the required
> dependencies into a standalone distribution might be even more
On Wed, Jun 22, 2016 at 11:00 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> On Tue, Jun 21, 2016 at 11:12 PM, Kai Sterker <kai.ster...@gmail.com>
> wrote:
>
> For now I have just build it the Unix way, so not yet able to through
>> together a (preliminary)
On Mon, Jan 25, 2016 at 12:53 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> On Mon, Jan 25, 2016 at 8:27 AM, Ingo Ruhnke <grum...@gmail.com> wrote:
>
> > On http://adonthell.nongnu.org/download/, the wasteedge source code
> > links to 0.3.4, but that gives a 404,
On Mon, Jan 25, 2016 at 4:16 PM, Alexandre Courbot wrote:
Hey Alex! Long time no see!
> Oh, my. It's almost 10 years since my last commit to this project. And my
last email as well probably. >_<
>
> Time has passed and things have changed so dramatically.
>
> Linuxgames.com
On Mon, Jan 25, 2016 at 8:27 AM, Ingo Ruhnke wrote:
> On http://adonthell.nongnu.org/download/, the wasteedge source code
> links to 0.3.4, but that gives a 404, 0.3.5 seems to work.
Good catch! Will fix that tonight.
Just makes me wonder how long the link has been broken
On Mon, Jan 25, 2016 at 11:04 AM, Josh Glover wrote:
> Whilst it's sad that Adonthell won't grow into the beautiful vision we
> had, I agree that it's time to call it a day. Having jobs and families
> and no free time is just a reality of life.
Exactly. So nobody here needs
/, should somebody ever get into a similar
situation.
On Wed, Apr 27, 2016 at 11:57 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Actually, that is an easy one. With SWIG 3.x, integers are no longer
> converted to booleans automatically.
>
> There appears to be a define (SWIG_
+ +
C. python 3.2 - +
On Wed, Apr 27, 2016 at 12:00 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Hooray,
>
> Adonthell 0.3 compiles, installs and runs with Python 3.5 :-).
> Admittedly, it isn't getting very far yet:
>
> kai@Trinsic:~/adonthell/
Hi all,
as discussed in January, I have started with the process of going over the
0.3 code to make sure it still compiles on modern systems. I assume nobody
else has done anything on that front yet?
I am currently touching up the configure script, so have not even attempted
to compile
there's still
stuff in there that made me smile :-).
Up next: more testing and implementing other stuff from my TODO list.
Kai
On Thu, Apr 28, 2016 at 12:22 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Good news, everyone!
>
> I've been able to play for a bit, however
On Sun, May 22, 2016 at 10:53 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
Everything implemented and committed. I also tested all achievements,
> except Gem-Bearer. Will have to do that tomorrow.
>
Done. Also verified they actually work on big endian architectures and with
Pyt
On Mon, May 16, 2016 at 11:24 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> So starting from tomorrow I can implement unlocking of each achievement.
> Will probably take a while, but at least I should be able to get a couple
> done each evening.
>
Everything implemented and
After spending much of the day in a fruitless attempt to install OSX 10.11,
only a small update for today:
Just changed the locations where saved games and the configuration get
stored to something more standard-conform. For Linux, it's pretty clear
what needs to go where, pretty much the same
On Mon, May 16, 2016 at 12:11 AM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Implementation-wise, I am done with the C++ side (as far as I can tell)
> and nearly done with the UI on Python side (as you can see).
>
UI is complete.
> What remains is the implementation of
On Tue, May 3, 2016 at 9:46 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> I also am thinking about actually adding a settings window. Initially I
> did not think it would be feasible, due to lacking widgets, but I think I
> came up with a design that should work quite wel
on 10.11 that way. Means I don't have to fight with my wife over
her laptop, and we can keep it running on 10.9 and our data out of the
cloud ;-).
So much for today. Next on the list, testing with c++-11 and hopefully gcc
6.
Kai
On Sat, Apr 30, 2016 at 6:57 PM, Kai Sterker <kai.ster...@gmail.
More testing done using gcc with -std=c++11 and c++14 parameters. Both
worked.
I also compiled and tested it on the ancient iBook (gcc 3.something, Python
2.3, SWIG 2.0.0) and it worked. Played it through one more time, but it
stopped during the outro, on the transition from mapview to the little
On Wed, May 4, 2016 at 7:52 AM, Josh Glover wrote:
> I think achievements is a nice idea. I worked for a games company for
> a year, and I know that our players were really motivated by unlocking
> and earning new achievements.
>
As I said, from a personal perspective, I see
I've finally started thinking about the last "big" item on my TODO list,
and wanted to hear your thoughts on that matter.
While all the v0.4 stuff is on Github, I would rather keep v0.3 code with
Savannah, now that they also offer git repositories. The one thing that is
less then ideal, however,
On Mon, Jul 11, 2016 at 9:37 AM, Josh Glover wrote:
> It was the Bulgarian language version.
>
I see. That makes me somewhat confident, that the encodings I had to
include from the Python standard lib have nothing to do with the underlying
version of Windows. So I'd say the
e:
> Hi Kai,
>
> I can try it out on my in-laws' computer when you have it.
>
> Cheers,
> Josh
>
>
> On Monday, 4 July 2016, Kai Sterker <kai.ster...@gmail.com> wrote:
>
>> On Thu, Jun 23, 2016 at 9:26 PM, Kai Sterker <kai.ster...@gmail.com>
>>
On Fri, Jul 8, 2016 at 11:26 AM, Josh Glover wrote:
Ok, confirmed to work on Windows 7.
>
Good :-). Which language version of Windows was it?
Should be able to upload the installer tomorrow.
Kai
___
Adonthell-devel mailing list
On Sun, Jul 3, 2016 at 11:37 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
I think I have a first working binary package for 64bit Windows. [...]
> Nothing fancy, no installer, no icons, etc., just a .zip file to extract
> and run. But from there all the rest should not be t
release a bit, starting tomorrow.
Though with Linuxgames.com, the Linux Game Tome and Freshmeat gone, I'll
have to see what places are left to do so.
Cheers!
Kai
On Thu, Sep 22, 2016 at 11:37 PM, Kai Sterker <kai.ster...@gmail.com> wrote:
> Hi everyone,
>
> it took me much longer t
On Mon, Sep 26, 2016 at 9:13 AM, Josh Glover wrote:
> Very cool! It was a lot of fun to read the story of the project. :)
Mission accomplished :-).
Kai
P.S.: Of course I drew a lot of inspiration from the wonderful blog at
filfre.net.
Hi everyone,
it took me much longer than I had hoped, but finally I have finished the
Waste's Edge user manual:
https://drive.google.com/file/d/0B8lj3kxyaGUFbXZBZWMyTWxaWk0/view?usp=sharing
There are still a few minute changes that I want to make, but by and large
I am content with how it
On Sat, Nov 12, 2016 at 7:08 PM, James Nash wrote:
> Just got around to reading it. Fantastic work Kai!
Thanks :-).
I would have wished for a more professional, consistent layout, but with
nearly each image a different size, that would have been tricky. Plus,
towards the
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