Re: [Adonthell-devel] Environment 'simulation'

2005-08-08 Thread Kai Sterker
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

Re: [Adonthell-devel] Looking to help develop adonthell

2005-08-23 Thread Kai Sterker
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,

Re: [Adonthell-devel] Bug report

2005-09-25 Thread Kai Sterker
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.

Re: [Adonthell-devel] Bug report

2005-09-28 Thread Kai Sterker
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

Re: [Adonthell-devel] Another bug fix

2005-10-04 Thread Kai Sterker
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

[Adonthell-devel] quests, quest events and log book

2005-10-10 Thread Kai Sterker
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

Re: [Adonthell-devel] Audio Module commited

2005-10-17 Thread Kai Sterker
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

Re: [Adonthell-devel] quests, quest events and log book

2005-10-17 Thread Kai Sterker
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

Re: [Adonthell-devel] Polearms and parrying

2006-03-08 Thread Kai Sterker
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

Re: [Adonthell-devel] Shield and Armor Rules

2006-03-12 Thread Kai Sterker
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

Re: [Adonthell-devel] Shield and Armor Rules

2006-03-16 Thread Kai Sterker
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

Re: [Adonthell-devel] looking for work

2006-03-26 Thread Kai Sterker
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

Re: [Adonthell-devel] looking for work

2006-03-29 Thread Kai Sterker
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

Re: [Adonthell-devel] sql database for gamedata?

2006-03-31 Thread Kai Sterker
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.

Re: [Adonthell-devel] sql database for gamedata?

2006-03-31 Thread Kai Sterker
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

Re: [Adonthell-devel] Some small audio improvements

2006-04-02 Thread Kai Sterker
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

[Adonthell-devel] gamedata CVS thoughts

2006-04-09 Thread Kai Sterker
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.

Re: [Adonthell-devel] Graphics update

2006-05-18 Thread Kai Sterker
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

[Adonthell-devel] Brief update ...

2006-08-24 Thread Kai Sterker
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

Re: [Adonthell-devel] Brief update ...

2006-08-31 Thread Kai Sterker
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

[Adonthell-devel] Win32 build progress

2006-09-03 Thread Kai Sterker
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,

Re: Re: [Adonthell-devel] Re: Win32 build progress

2006-09-16 Thread Kai Sterker
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

[Adonthell-devel] CMake CVS

2006-09-22 Thread Kai Sterker
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

[Adonthell-devel] XML data files

2006-09-22 Thread Kai Sterker
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

Re: [Adonthell-devel] More build problems

2007-01-10 Thread Kai Sterker
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

[Adonthell-devel] Map implementation ...

2007-05-20 Thread Kai Sterker
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

Re: [Adonthell-devel] Map implementation ...

2007-05-21 Thread Kai Sterker
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

[Adonthell-devel] Re: Progress, plans and bugs

2007-05-28 Thread Kai Sterker
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

[Adonthell-devel] Re: Progress, plans and bugs

2007-06-03 Thread Kai Sterker
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

Re: [Adonthell-devel] charedit file format

2007-06-07 Thread Kai Sterker
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

[Adonthell-devel] New world test app

2007-06-09 Thread Kai Sterker
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

Re: [Adonthell-devel] New world test app

2007-06-10 Thread Kai Sterker
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

[Adonthell-devel] Re: New world test app

2007-06-14 Thread Kai Sterker
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

[Adonthell-devel] Map editor thoughts

2007-07-14 Thread Kai Sterker
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

Re: [Adonthell-devel] problem compiling toward charedit

2007-07-16 Thread Kai Sterker
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

Re: [Adonthell-devel] problem compiling toward charedit

2007-07-17 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: demo map complete

2007-07-18 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: demo map complete

2007-07-19 Thread Kai Sterker
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

[Adonthell-devel] Countdown ...

2007-07-20 Thread Kai Sterker
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

[Adonthell-devel] Re: Countdown ...

2007-07-21 Thread Kai Sterker
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

Re: [Adonthell-devel] charedit update

2007-07-21 Thread Kai Sterker
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

[Adonthell-devel] Re: Countdown ...

2007-07-23 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: Countdown ...

2007-07-23 Thread Kai Sterker
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

Re: [Adonthell-devel] Charedit File Format

2007-08-15 Thread Kai Sterker
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,

Re: [Adonthell-devel] Charedit File Format

2007-08-15 Thread Kai Sterker
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

[Adonthell-devel] Next steps ...

2007-08-21 Thread Kai Sterker
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

[Adonthell-devel] Re: Next steps ... collision detection

2007-08-22 Thread Kai Sterker
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

[Adonthell-devel] Widescreen format

2007-10-06 Thread Kai Sterker
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

[Adonthell-devel] Progress on Universal Binaries ...

2007-10-07 Thread Kai Sterker
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

Re: [Adonthell-devel] Widescreen format

2007-10-09 Thread Kai Sterker
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

[Adonthell-devel] Re: Progress on Universal Binaries ...

2007-10-10 Thread Kai Sterker
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

[Adonthell-devel] Re: State of collision work

2007-10-14 Thread Kai Sterker
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

[Adonthell-devel] Update on collision work

2007-12-14 Thread Kai Sterker
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

[Adonthell-devel] Re: Update on collision work

2007-12-18 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: Update on collision work

2007-12-18 Thread Kai Sterker
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,

[Adonthell-devel] Re: Update on collision work

2007-12-19 Thread Kai Sterker
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

[Adonthell-devel] Bug in SDL gfx backend module (?)

2007-12-23 Thread Kai Sterker
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

Re: [Adonthell-devel] French translation of Waste's Edge

2007-12-23 Thread Kai Sterker
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

Re: [Adonthell-devel] Bug in SDL gfx backend module (?)

2007-12-23 Thread Kai Sterker
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

Re: [Adonthell-devel] Bug reports ?

2007-12-24 Thread Kai Sterker
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:

Re: [Adonthell-devel] Bug reports ?

2007-12-25 Thread Kai Sterker
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,

Re: [Adonthell-devel] Bug reports ?

2007-12-25 Thread Kai Sterker
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

Re: [Adonthell-devel] Bug in SDL gfx backend module (?)

2007-12-29 Thread Kai Sterker
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

Re: [Adonthell-devel] Bug in SDL gfx backend module (?)

2008-01-04 Thread Kai Sterker
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

[Adonthell-devel] Re: Update on collision work

2008-01-04 Thread Kai Sterker
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

[Adonthell-devel] Documentation update

2008-01-10 Thread Kai Sterker
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

[Adonthell-devel] Re: Update on collision work

2008-01-13 Thread Kai Sterker
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

Re: [Adonthell-devel] Waste's Edge

2008-01-15 Thread Kai Sterker
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!

Re: [Adonthell-devel] Waste's Edge

2008-01-17 Thread Kai Sterker
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

Re: [Adonthell-devel] Waste's Edge

2008-01-17 Thread Kai Sterker
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

Re: [Adonthell-devel] Looking to help!

2008-02-07 Thread Kai Sterker
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

Re: [Adonthell-devel] Looking to help!

2008-02-07 Thread Kai Sterker
[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

Re: [Adonthell-devel] Looking to help!

2008-02-08 Thread Kai Sterker
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

Re: [Adonthell-devel] Looking to help!

2008-02-09 Thread Kai Sterker
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

Re: [Adonthell-devel] Looking to help!

2008-02-09 Thread Kai Sterker
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

[Adonthell-devel] Collision woes ...

2008-02-10 Thread Kai Sterker
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

Re: [Adonthell-devel] Can not compile “Waste’s Edge”

2008-02-11 Thread Kai Sterker
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

[Adonthell-devel] Surfaces with Per-Pixel Alpha

2008-02-16 Thread Kai Sterker
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

Re: [Adonthell-devel] Surfaces with Per-Pixel Alpha

2008-02-16 Thread Kai Sterker
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 ___ Adonthell-devel mailing list Adonthell-devel@nongnu.org

[Adonthell-devel] Re: Remaining Map Issues

2008-02-17 Thread Kai Sterker
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

[Adonthell-devel] Re: Remaining Map Issues

2008-02-23 Thread Kai Sterker
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

Re: [Adonthell-devel] To release or not to release?

2008-03-09 Thread Kai Sterker
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

Re: [Adonthell-devel] Released

2008-03-10 Thread Kai Sterker
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

[Adonthell-devel] Forgetting my own head next ... OSX packaging

2008-03-14 Thread Kai Sterker
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

[Adonthell-devel] More map view ideas, nothing definite yet ...

2008-04-16 Thread Kai Sterker
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

Re: [Adonthell-devel] More map view ideas, something definite finally?

2008-04-16 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: make install fails

2008-04-24 Thread Kai Sterker
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

[Adonthell-devel] CMake build improvements

2008-04-24 Thread Kai Sterker
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

[Adonthell-devel] Re: New map structure in the making

2008-05-04 Thread Kai Sterker
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

[Adonthell-devel] Re: Map view progress ...

2008-05-25 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: Map view progress ...

2008-05-26 Thread Kai Sterker
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

[Adonthell-devel] Re: Map view progress ...

2008-05-26 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: Map view progress ...

2008-05-29 Thread Kai Sterker
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

[Adonthell-devel] Re: Ancient treasures (?) and more ...

2008-06-15 Thread Kai Sterker
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

[Adonthell-devel] Re: Ancient treasures (?) and more ...

2008-06-16 Thread Kai Sterker
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

[Adonthell-devel] Back to the drawing board

2008-06-29 Thread Kai Sterker
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

Re: [Adonthell-devel] Adonthell compilation report

2008-07-04 Thread Kai Sterker
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

Re: [Adonthell-devel] Re: Map view progress ...

2008-07-10 Thread Kai Sterker
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!

[Adonthell-devel] Remaining map tasks

2008-07-13 Thread Kai Sterker
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

[Adonthell-devel] Wiki spam

2008-07-15 Thread Kai Sterker
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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