Am 08.08.2005 um 18:00 schrieb tyler laing:
Hi
Well I would like to help you out with this Ether. It sounds really
cool. It all depends though on the language you would like it in.
I'm really only good with Python.
In principle, it could be written in Python, especially those parts
On 8/22/05, Tyler Nielsen [EMAIL PROTECTED] wrote:
Hi Tyler,
sorry for the slow reply.
I now I want to start actually contributing. Problem is
though, that I can't seem to get the current cvs to do much. I
figure that this might be normal, so that's why I'm sending this
e-mail.
Yeah,
Hi Jenda,
I haven't seen Adonthell crash during the intro so far. Maybe if you
can get me a stracktrace, I can figure out what the problem is. Just
run
gcc adonthell
Then, at the prompt type
run wastesedge
Once the intro crashed, type
bt
and send me the resulting output.
The crash might be related to using Python 2.4 ... perhaps I can
reproduce it with that version, which would help to fix it.
As for the recent developments, there has only been a little going on.
Some of the todos have been taken care of by Tyler Nielsen, I have
written a little code which I
On 10/2/05, Tyler Nielsen [EMAIL PROTECTED] wrote:
Thanks again for the patch ... your first has been already integrated
into the code. I will commit it to CVS once I'm back from holiday
(Cannot connect my notebook to the internet here ...).
I also made a number of fixes to some base stuff in
I have committed a more complete quest implementation, including
events when the status of a quest changes. Unlike in v0.3, where
quest state flags where created at runtime, they need to be
predefined in the new code. Therefore, a editor will be required to
create the quest tree. Since I
On 10/15/05, Tyler Nielsen [EMAIL PROTECTED] wrote:
Sorry I've been busy at work lately and haven't been able to spend much
time looking at this. I just got something committed that should check for
SDL_Mixer. I am not much good at automake though, so it could be wrong.
I think checking
On 10/17/05, Andrew Phillips [EMAIL PROTECTED] wrote:
Hi Andrew,
nice hearing from you :-).
I know I haven't piped up in a while, but I thought I'd comment. Using
XML seems like a good interim approach to the technical aspects of
quest construction. Transforming data found in the Wiki to XML
On 3/7/06, Andrew Phillips [EMAIL PROTECTED] wrote:
Generalizing to all two-handed staff weapons or polearms, should these
weapons - quarterstaves, scythes, tridents, poleaxes, spears, et alia
- give the wielder a bonus to parry. If so, how much of a bonus should
be given?
Seeing that parry
On 3/11/06, Andrew Phillips [EMAIL PROTECTED] wrote:
I have also been thinking about the relative hardness of various materials.
I am working from the idea that hardness is measured along a continuum
between skin (0.1 hardness) and stone (2 hardness). Unimproved iron would
have a hardness of
On 3/13/06, Andrew Phillips [EMAIL PROTECTED] wrote:
I wonder if the coverage modifier for a full set of armour should come
out to a whole number (either 1 or 2, perhaps?)
1 would be a good choice, I think.
Also, should individual parts of paired armour be individually
equipped? For
Hi,
if you'd like to code Python, then there are characters, items and
associated rules that need to be done. The general concept behind
those is that the very basic functionality is coded in C++ (which is
more or less done for items and halfway done for characters) while all
the game-specific
On 3/29/06, Alexander Hupfer [EMAIL PROTECTED] wrote:
I looked at the api documentation and itemtest.py and I think I
understand how it works (although, I didn't find and documentation about
the function pyitem = item.get_instance () ).
get_instance() is part of python/script.cc
On 3/30/06, Alexander Hupfer [EMAIL PROTECTED] wrote:
As I see there are no formats for saving gamedata like map layouts, item
descriptions, characters or dialogs specified at the moment.
True. Since it is uncertain what is needed to store these things,
there aren't any format definitions.
On 3/31/06, Alexander Hupfer [EMAIL PROTECTED] wrote:
That's true but its a question of what Adonthell is supposed to be. I
think it's more a RPG creation framework than just an RPG, so it would
be a direct competitor to RPGmaker2k, that has a quite large community
that features amazing
On 4/2/06, Tyler Nielsen [EMAIL PROTECTED] wrote:
I commited a couple small changes to the audio stuff. Basically
using/handling the end of song callback better. If anyone gets a chance,
give audiotest.py a try and let me know how it goes.
Works well for me.
The only problem I see at
In contrast to v0.3, where kept all the gamedata private until the
release, I'd like to create a public gamedata repository right from
the beginning. Also in contrast to v0.3, this repository should not
only contain the finished data, but also the source and
documentation for this data.
On 5/18/06, Tyler Nielsen [EMAIL PROTECTED] wrote:
I'm back from my trip. I thought I would send out a status update. I have
a first pass at an animation class on my computer, and it's almost ready to
be commited. It doesn't have XML support yet. As a result, there is a hard
coded load
Didn't have a lot of time for Adonthell recently (due to moving), but
beginning from this weekend, I plan to spend at least a few hours each
week on coding again.
However, first of all I want to try building a universal binary for
v0.3 on OSX. That should help me setting the v0.4 build system up
On 8/31/06, Joël Vennin [EMAIL PROTECTED] wrote:
Hello guys ...
Hey ... nice hearing from you Joel!
About build tools, I've tested and used SCons for a while, however scons is
very slow to determine dependency between files. However, the second that
Alex proposed is pretty much. I use it
After some trial and error, I have the first small success to report.
I've managed to compile a working version of v0.3 under windows, with
everything working except NLS. Adding that shouldn't be a big problem,
just another few libs to compile.
I have documented the stuff in a README.Win32 file,
On 9/16/06, Alexandre Courbot [EMAIL PROTECTED] wrote:
So I suppose I'll have a look at OpenGL rendering instead (make no
mistake - no hidden plan to turn Adonthell into a 3D game here). It
seems like a SDL 1.3 feature, but fortunately making a true OpenGL
backend under 1.2 doesn't seem so hard
Joel,
when checking in my own stuff, I noticed that you made further
progress with the cmake build stuff. Will have to try it out later
today ...
What I wonder is why there was no notification on adonthell-commits. I
checked the admin page and there weren't any posts held for approval
... seems
According to what we discussed before [1] I've started implementing
writing game data in XML format. That should mainly be used by our
editors, but it will also mean that we can edit stuff manually where
no editor exists yet or is not completely finished.
With a little utility like
On 1/10/07, Jeff Shipley [EMAIL PROTECTED] wrote:
Great, so I should be able to take a look at how the map engine is currently
working and read the stuff on the planned improvements to it. I'll let you
know how it goes with that.
Here's the mapengine task from the Wiki, in case it's down
A long time I had the hope that somebody would step up and take care
of implementing the map stuff. But finally I have given up waiting and
started doing it myself :-). I'd still be more than happy if somebody
comes along and helps, but perhaps we first need to have something to
show off to
On 5/21/07, Tyler Nielsen [EMAIL PROTECTED] wrote:
Nice :-). My other mail should fit to most of what you wrote here ...
As for gfx::image, I'm not sure about that one. It's basically a
wrapper around surface, so it could be used in character_with_gfx
without changing it to a pointer. (Since
On 5/25/07, Kai Sterker [EMAIL PROTECTED] wrote:
I noticed out that some parts of the surface
class cannot be used unless we actually display a window.
In fact, I noticed the same again when testing the world python
wrappers. It's the surface::resize() method that wants to access
parameters
On 5/25/07, Kai Sterker [EMAIL PROTECTED] wrote:
That aside, I have also written a little converter script to extract
the image(s) from some of the binary media files I found on an old
backup. They weren't what I thought, so it was kind of wasted effort.
Actually found some use
On 6/7/07, Andrew Phillips [EMAIL PROTECTED] wrote:
Hey, welcome back :-).
I've established some very limited attribute and property classes, though I
have yet to integrate them with the existing character class. I'd like to
get cracking on charedit's file operations as well, so I'd like to
I have added worldtest.cc to CVS, which is the test app originally
created by Alex for his new mapengine code. Integration into v0.4 took
a little longer than I wished, as I had to hunt down a couple of
subtle bugs.
Biggest problem was to get stuff working on my Windows box ... finally
managed
On 6/10/07, Alexandre Courbot [EMAIL PROTECTED] wrote:
Now this makes me feel guilty... :) I'm so sorry to stay out of
development for now, but I'm just too busy (moved to Japan, need to
learn the language and everything, plus a post-doc in progress) to get
involved now. Which really bothers
On 6/9/07, Kai Sterker [EMAIL PROTECTED] wrote:
* I also noticed that one of the character animations (south) doesn't
appear to load properly. All the colors are wrong on my Mac, so it
looks like an endian issue to me. The other directions look fine
though. Could they be in a different format
I probably should start a map editor task on the Wiki instead of
posting to the ML, but since everything is still pretty vague, I'd
rather throw it out for discussion first. Actually, most of what
follows were originally Alex' ideas, with some deviations. (See
On 7/16/07, Andrew Phillips [EMAIL PROTECTED] wrote:
I've gotten no response to my inquiries about upgrading autoconf and
automake on Endor
Did you try running configure or does it fail to even create it in the
first place? Old versions of automake et. al. should be less of a
problem on
On 7/17/07, Andrew Phillips [EMAIL PROTECTED] wrote:
I've added that #ifdef statement.
I think I have the include chain right, more or less, but the errors that
g++ kicks back include the following:
[...]
I think I have all the appropriate Python files included.
That should be Python.h of
On 7/18/07, Andrew Phillips [EMAIL PROTECTED] wrote:
Behold, a draft PLAYING file! (see attached)
Great :-). I only have one important correction:
Gamepad controls are not enabled by default. They can be configured though.
It's part of the code that needs to be improved. Only I haven't even
On 7/18/07, Andrew Phillips [EMAIL PROTECTED] wrote:
Here's a new attempt at the file.
Looks good now. If you want to add it, a configuration section for
gamepad controls would probably look like that:
Input
a_buttonbutton 0/a_button
b_buttonbutton 1/b_button
c_buttonbutton
Yesterday I fixed the 'make dist' part of our Makefiles, so the source
release is taken care of. Remains the animation playing and Mac binary
packages. As I haven't heard anything back from JT or Tyler, I will go
ahead and see if I can get stuff packaged for ppc Macs now (then JT
could provide
On 7/20/07, Kai Sterker [EMAIL PROTECTED] wrote:
I will go ahead and see if I can get stuff packaged for ppc Macs now
Nearly done ... by following the procedure described at
http://doc.trolltech.com/qq/qq09-mac-deployment.html#sharedlibraries
I can put all the required libraries
On 7/20/07, Andrew Phillips [EMAIL PROTECTED] wrote:
I'm still not having much luck tying my attribute and property classes into
the existing rpg::character namespace (I suspect trying it on a machine I
don't control may be an exercise in education futility), but rather than be
stymied, I've
On 7/20/07, Kai Sterker [EMAIL PROTECTED] wrote:
And if I don't hear otherwise by tomorrow, I'll do the animation
playback too :-).
That one is done, implemented as I had suggested earlier. While that
is definitely a lot of overhead for _one_ animation, I do hope that it
is sufficiently fast
On 7/23/07, Andrew Phillips [EMAIL PROTECTED] wrote:
What do the announcements need to look like/say, in general terms? Should I
check the form and format of past announcements and follow suit?
You could do that, although I don't think they were in any special
form. See
On 8/14/07, Andrew Phillips [EMAIL PROTECTED] wrote:
Rather than perform thread necromancy, I'm starting a new thread. I'm
both asking for suggestions and trying to work things out for myself.
I don't think I've reached any firm conclusions just yet.
Before commenting on your ideas below,
On 8/15/07, Andrew Phillips [EMAIL PROTECTED] wrote:
My apologies on replying to myself. Am I right in thinking that the
hash table you're thinking of is also known as a map? A map seems to
bear the closest resemblance (near perfect) to the associative array
you've described.
map will work
After getting sidetracked with dlgedit and administrative tasks (Wiki
upgrade, release announcements, etc.) for a while, I think it is time
to get back to the road map. There are other things on my mind (like
spending more time with dlgedit or actually implement some of the
functionality behind
On 8/22/07, Kai Sterker [EMAIL PROTECTED] wrote:
So during the following days, I will look into the problems with the
current object bounding boxes and try to come up with a plan. Chances
are that it'll have to do some reading on basic 3D stuff up front, to
get a feeling for how complex our
One thing that started bothering me with the new laptop is its 16:10
(1440x900) display, resulting in black borders when running Adonthell
in 640x480 fullscreen mode. Seeing that a number of displays out there
have this format, I'd really like to include a widescreen mode into
v0.4 (and also into
Some information about the stuff I did today ... for discussion or
just for protocol.
I spent some time installing Adonthell's prerequisites on OSX/Intel
today. Since I was starting from scratch I thought I could as well
make sure to build everything as universal binaries, so that Adonthell
could
working on it, there's no harm in
doing it. But a major and laborious re-vamp of 0.3 graphics seems
unimportant right now.
Andrew
On 10/6/07, Kai Sterker [EMAIL PROTECTED] wrote:
One thing that started bothering me with the new laptop is its 16:10
(1440x900) display, resulting in black
On 10/7/07, Kai Sterker [EMAIL PROTECTED] wrote:
Some updates on the status here:
I got the dependencies for v0.3 and v0.4 installed in a way that they
will be compatible with OSX 10.2.8/PPC and newer as well as OSX
10.4/Intel. (The problem being that backwards compatibility requires
compiling
On 9/23/07, Kai Sterker [EMAIL PROTECTED] wrote:
On 9/9/07, Kai Sterker [EMAIL PROTECTED] wrote:
What has to happen next is a rewrite of world::placeable_area
(http://adonthell.berlios.de/api/da/dea/classworld_1_1placeable__area.html)
to make use of the 3D shapes.
Done that today
I have integrated the collision detection code (see CVS) and have
started to debug and iron out all the flaws it still has (not in CVS
yet). It appears that the last bit is more demanding and
time-consuming than I had expected. So first of all, I will have to
add some debugging functionality to
On Dec 16, 2007 7:59 PM, Kai Sterker [EMAIL PROTECTED] wrote:
The biggest problem that remains is synchronizing the character
position with the rest of the world. It appears to be a little off,
still, resulting in falling through the ground halfway across a tile
... shouldn't
On Dec 18, 2007 3:29 PM, Andrew Phillips [EMAIL PROTECTED] wrote:
Thanks for the updates, Kai.
I kind of hate replying to myself, but sometimes it also helps staying focused.
Do smoke, fog, water, and ghosts need to be thought about from a physics
perspective, from a graphics perspective,
On Dec 18, 2007 10:34 AM, Kai Sterker
New code is checked in, but still far from perfect :-(.
When coming up with the base tile idea below, I didn't look close
enough at the code. Appears that for it to work, we'd need the
extensions of the actual sprite. But at that point we only have
While adding some visual debugging aids to the collision system, I
stumbled across what appears to be a bug in the SDL graphics code. I
didn't want to spend much time tracking it down, so I wrote a simple
test to reproduce it (and work around it in my own code).
The test program can be found at
On Dec 23, 2007 2:49 PM, Clément Plantier [EMAIL PROTECTED] wrote:
Hi,
I can reproduce the problem. My best guess is that it is a bug in the
word-wrapping, since it only happens when the word does not fit into
the line. I would imagine (but need to debug to confirm and fix it)
that the number
in v0.3, I've seen that drawing
operations on surfaces are usually surrounded by a pair of
lock()/unlock() method calls. I didn't do any of that and that might
be the whole issue.
If so, the question remains why it works the first time around?
Kai
On Dec 23, 2007 4:02 AM, Kai Sterker [EMAIL
On Dec 24, 2007 10:56 AM, Clément Plantier [EMAIL PROTECTED] wrote:
Sorry to bother you again,
No worries :-). Anything that is constructive is very welcome!
but I was wondering why you don't use some
bug managing system, like bugzilla ?
We do:
On Dec 24, 2007 11:30 AM, Clément Plantier [EMAIL PROTECTED] wrote:
Ok, I didn't know that there was a bug tracker on your savannah page.
Putting a direct link to http://savannah.nongnu.org/bugs/?group=adonthell
from the Adonthell development page might attract more people to contribute,
On Dec 25, 2007 9:37 PM, Clément Plantier [EMAIL PROTECTED] wrote:
Second thing, the screenshots section of the website doesn't work (and the
art gallery too), and from a long time I think.
Yeah. As with the remodeling of the development section, it's
something that always was
On Dec 23, 2007 4:58 PM, Kai Sterker [EMAIL PROTECTED] wrote:
Maybe it's not even a bug, just stupidity on my account. From looking
at the problem with the word wrapping in v0.3, I've seen that drawing
operations on surfaces are usually surrounded by a pair of
lock()/unlock() method calls. I
On Jan 4, 2008 9:19 PM, Tyler Nielsen [EMAIL PROTECTED] wrote:
Well I missed the e-mail on the 29th. But I finally got around to looking
to it, and as you said, you fixed it. That said, there are a couple things
I noticed. Is cmake the 'supported' way to build? If so, I had to add
On Dec 19, 2007 10:17 AM, Kai Sterker [EMAIL PROTECTED] wrote:
There needs to be some glue that aligns the sprite with the object
model during rendering. Looking at the examples here
http://lists.nongnu.org/archive/html/adonthell-devel/2007-08/jpg4iqxtf0Ec4.jpg,
it appears that this alignment
Over the last couple days, I didn't have the nerves for coding, but I
started some documentation of the map stuff on the Wiki:
http://adonthell.berlios.de/doc/index.php/Architecture:Map_Module#Map_Objects_and_Shapes
Feel free to have a look and make corrections and improvements as you see
On Jan 5, 2008 12:03 AM, Kai Sterker [EMAIL PROTECTED] wrote:
With the synchronization out of the way, I can continue with other
remaining issues. For that, I made some more improvements to the
collision debugging code (also shown on the image below). This doesn't
completely eliminate
On Jan 15, 2008 7:09 PM, Clément Plantier [EMAIL PROTECTED] wrote:
I hope you'll find some help. Maybe I could help later, but it's
currently difficult for me (finishing studies, a lot of projects to do...)
You have already helped with bug reports and a French translation will
be a big thing!
On Jan 17, 2008 2:20 AM, Stanislav Yudin [EMAIL PROTECTED] wrote:
Well guys, I'd like to help you with the project but there is a catch;) I do
most of my codding in windows environment as part of my full time job.
It's possible to develop on Windows too, but it won't be as simple as
firing up
On Jan 17, 2008 10:51 AM, Kai Sterker [EMAIL PROTECTED] wrote:
On Jan 17, 2008 2:20 AM, Stanislav Yudin [EMAIL PROTECTED] wrote:
And second, I need some directions. If there were some description of
problems with no solution, which were easy enough for newcomer and would
help him
On Feb 6, 2008 11:57 PM, Rian Shelley [EMAIL PROTECTED] wrote:
Hi Rian,
your help is very welcome, of course. As you've probably seen, we need
more (active) developers to make faster progress ... which should
create even more interest in the project.
So please submit your diffs.
It is a bit
[EMAIL PROTECTED] wrote:
No worries here. I'd be happy to go through any diffs you have. I can
combine it with what I have, and we can figure it out from there.
Tyler
On Feb 7, 2008 6:01 AM, Kai Sterker [EMAIL PROTECTED] wrote:
On Feb 6, 2008 11:57 PM, Rian Shelley [EMAIL
On Feb 8, 2008 5:41 PM, Rian Shelley [EMAIL PROTECTED] wrote:
I believe that I have successfully implemented all of your suggestions:
That was fast :-).
All of the underscores in the method names should be gone
Oops. Should have been the other way round (i.e. conditional_purge or
On Feb 9, 2008 5:58 AM, Tyler Nielsen [EMAIL PROTECTED] wrote:
Ok. I ran into a segmentation fault with both gfxtest and worldtest with
the patch applied.
Yesterday I only tried gfxtest.py and that worked fine. With
worldtest, I get the following:
0 libadonthell_gfx.0.dylib0x004ab9a4
On Feb 9, 2008 12:54 PM, Kai Sterker [EMAIL PROTECTED] wrote:
On Feb 9, 2008 5:58 AM, Tyler Nielsen [EMAIL PROTECTED] wrote:
Ok. I ran into a segmentation fault with both gfxtest and worldtest with
the patch applied.
Yesterday I only tried gfxtest.py and that worked fine. With
worldtest
After further refinement of collision debug output, I have possibly
found what is wrong with climbing up stairs. It's not lack of speed,
but rather some odd behavior of the collision code itself. I'll try to
explain what happens, in the hope that a simple solution comes forth
(beware the ASCII
On Feb 11, 2008 1:29 PM, Kess Vargavind [EMAIL PROTECTED] wrote:
Running the game it kind of freezes when Banec's dialogue should
appear (the guards random/looping messages are shown though):
Traceback (most recent call last):
File ./demo_intro_1.py, line 1, in module
An issue that comes up in conjunction with text rendering is that our
surface class doesn't easily support per-pixel alpha. The only way
right now to have per-pixel alpha is using surface::set_data(), which
entails a lot of additional copying around of buffers.
To get around it, I'd propose the
On Feb 16, 2008 3:35 PM, Tyler Nielsen [EMAIL PROTECTED] wrote:
No objection here. Have fun.
Done. Just make sure to call set_alpha (255, true) before resize().
Kai
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Adonthell-devel mailing list
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On Feb 14, 2008 11:15 PM, Kai Sterker [EMAIL PROTECTED] wrote:
* Remains the rendering. It does not yet take shape-offsets into
account, so the order defined by square_info::operator isn't right.
Chances are also that calculating the base tile is affected by this as
well.
Did some debugging
On Sun, Feb 17, 2008 at 10:38 PM, Kai Sterker [EMAIL PROTECTED] wrote:
Did some debugging and can now confirm that the base-tile calculation
is definitely off. That's why the character's head is sticking through
the platform at times.
That's not all though. The assumption that the base
On Sun, Mar 9, 2008 at 12:11 PM, Kai Sterker [EMAIL PROTECTED] wrote:
I'm not so much concerned about the CMake issue. A little note that
it's still experimental and primarily used to build win32 binaries
should do the trick :-). But I do want to look into the second issue.
Maybe I just
On Sun, Mar 9, 2008 at 7:08 PM, Kai Sterker [EMAIL PROTECTED] wrote:
Anyway, I'm no going to update a few last pieces of documentation and
by tomorrow I should have a source package to upload.
http://download.savannah.nongnu.org/releases/adonthell/adonthell-0.4.0-alpha-2.tar.gz
Now follow
I've already compiled Win32 binaries of v0.4a2 and wanted to create
OSX binaries over the weekend too. This involves updating the rpath
for the included libraries to be relative to the main executable. I
had written a little script last time to aid with the process, but I
also found something
Am 03.04.2008 um 15:07 schrieb Kai Sterker:
Some of today's brainstorming: hope it makes at least a little bit
of sense :-).
Nice try, but too many problems ... so here is another go :-).
Lets start simple, with what we need for rendering an object visible
in a map view:
* Its base
Am 16.04.2008 um 17:41 schrieb Kai Sterker:
Lets start simple, with what we need for rendering an object
visible in a map view:
* Its base point, i.e. the location at which it needs to be drawn.
* Its position and size, so that we know when it intersects with
the map view.
* Its z
On Thu, Apr 10, 2008 at 11:46 AM, Kai Sterker
While debug.py is not really required, the suggested workaround seems
good enough for now. It still remains to investigate why this is
happening at all.
From comparing runtime/CMakeLists.txt and adonthell/CMakeLists.txt, I
inferred what
When writing the latest Wiki entry, I got reminded of some of the
problems I encountered with our CMake build (or heard about from
others). So I decided to try the upcoming CMake version 2.6 to see if
it improved the situation. Out came the following
* Adonthell builds with CMake 2.6rc8 (and
Am 01.05.2008 um 22:42 schrieb Kai Sterker:
Sorry for the double-post last time. Didn't notice that the first
mail went through ...
There isn't a lot to see yet. Basically, I just have a method for
inserting objects, which runs in parallel to the current map
generation.
After
On Thu, May 22, 2008 at 3:22 PM, Kai Sterker [EMAIL PROTECTED] wrote:
With the code actually running, I can go and improve stuff over the
coming weeks.
Being motivated, so here's some progress already:
The map view is now actually working and I've added a preliminary map
view schedule script
the renderer. Then all the
other stuff listed above. Then the editor. Looks like a busy schedule,
if I want to make it until September ...
Kai
On 26 May 2008, at 17:15, Kai Sterker wrote:
On Sun, May 25, 2008 at 8:26 PM, Kai Sterker [EMAIL PROTECTED]
wrote:
What bothers me right now is that I
On Sun, May 25, 2008 at 8:26 PM, Kai Sterker [EMAIL PROTECTED] wrote:
What bothers me right now is that I had the whole worldtest crash on
me after walking for a few steps.
Should have actually committed the changes to worldtest.cc for anyone
to try. Sorry! It's in there now.
Second, I have
On Mon, May 26, 2008 at 11:48 PM, Kai Sterker [EMAIL PROTECTED] wrote:
So now I can fully concentrate on fixing up the renderer. Then all the
other stuff listed above. Then the editor. Looks like a busy schedule,
if I want to make it until September ...
First part is done. After going back
On Sun, Jun 8, 2008 at 11:59 AM, Kai Sterker [EMAIL PROTECTED] wrote:
Whether it's really treasure or junk needs to be decided yet. But I'll
go and look over what could be salvaged and put up on the Wiki as time
allows.
The only one of these that's probably still valid is the coding style
On Sun, Jun 15, 2008 at 12:12 PM, Kai Sterker [EMAIL PROTECTED] wrote:
A slight correction I didn't want to add to the other mail (it's long
enough as it is).
[3] grouping of multiple images into a single object
Examples where this is useful are character and its shadow, the grass
James
From a previous mail
[3] grouping of multiple images into a single object
The logical place to keep the multiple images seems to be the
animation_frame. It would probably need a logical size, a list of
images with their respective position and a flag that specifies if an
image is horizontal
On Fri, Jul 4, 2008 at 7:40 AM, Julien Laumonier [EMAIL PROTECTED] wrote:
Hi,
After many nights, i have just succeed in making worldtest to work with
graphics and without segfault. Here is my remarks. I've compiled adonthell
cvs with gcc 4.3.1 and cmake on an x86_64 architecture.
1) There
On Thu, Jul 10, 2008 at 7:18 AM, Julien Laumonier [EMAIL PROTECTED] wrote:
Not sure if it is the same bug but i get a close related bug with
worldtest with DEBUG_COLLISION on gcc 4.3. After moving the character,
it cannot be stopped and seems to walk in a random direction, but not
each time!
There's still too much stuff open, making it hard for me to decide
what to do next. Better to first make a lil' list :-).
* Character shadow:
That's very specific, and I think it can only be implemented in
context of the character class. It needs to be a separate entity on
the map and move along
Over the last couple days, the Adonthell Wiki has been hit by some
kind of spam bot. I have reverted all changes and spend the evening
upgrading the Wiki software. While this alone will probably not help
(have to watch what happens over the next days), it should allow us to
use a captcha plugin or
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