kabutor wrote:
> I "move" seapassagedemo for Ogre 1.0 shall I commit it to CVS?
Yes, of course. We should stay with the 1.0 branch for now.
Moritz
Esteban 'Dday' Fernandez wrote:
> I commited a mapeditor in a new module in root directory, I didnt see
> the cvs-mailing so I just paste the README file:
gna.org seems to lose the initial commit message, it only records updates.
> Initial Version 0.0.1
> =
>
Erno Szabados wrote:
> supplies - show what is needed to feed the crew, repair the ship on sea,
> ammunition, etc.
And captured soldiers, passengers for special missions, etc.
> crew - status (health, morale) and listing of the crew - ranks, experience
> (if
> there will be ever such a thing)
Ahoy,
Kabutor and I made some tests with the PagingLandScape plugin from
the Ogre addons section. It's basically an extension to the currently
used TerrainSceneManager plugin and features two main extensions that
are important for Freebooters:
- Terrain paging, i.e. no static paging of terrain tile
Hi,
a rough prototype for the upcoming terrain can be grabbed from
http://richardstallman.informatik.uni-bremen.de/caribbean-raw-data-0.1.tar.bz2
Copy it to data/tiles, the heightmap aren't yet properly adjusted, so all
generated terrain is currently below sea level. Once this is fixed and the
te
kabutor wrote:
> * 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..
These lines were only present in the experimental code for the merge
of the 2D and 3D code and were never part of
kabutor wrote:
> Ok, I have some hours of sleep missing, so yesterday I send an email
> with a backtrace, that is the new testing I did.
>
> With last Hastur CVS freebooters works fine, it loads the 3D engine
> fine, but as with the SDL when pressing ESC it segfaults and get my ass
> back in co
Hi,
a happy new year and best wishes for christmas if you celebrated it.
I've just commited some work I've done to switch to the improved menu
system. I've created some dummy entries for missing backgrounds from
the old menus and IMO it already looks significantly more coherent and
professional th
Ahoy,
Freebooters 0.2.2 has just been released. This is the first release that
makes use of the great Ogre 3D engine. Right now there's a separate mini
demonstration world that should give you a little preview how the final
inter island seapassages will look like in 0.3.
Run seapassagedemo and hav
Ahoy,
for Freebooters 0.3 we'll need a complete navigatable map of the Caribbean Sea.
I'd like to propose a scale of 14 maps on the X axis and 10 maps on the Y axis,
so this would amount to 140 tiles to fill. Some of these are done very fast
(e.g. several tiles only fill the Atlantic ocean and som
Szabados Ern?? wrote:
> Here are a few icons for your game. Tell me if you like them
They look really good, thanks. Especially the crew icon is a lot clearer
than the old hook. They're licensed under the GPL, right?
> and I'll make some more if/when I have the time.
A "Freebooters" logo would b
Kabutor wrote:
> 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 )
Ok, s
Erno Szabados wrote:
> > 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..
Yes, the new GUI design seems really good and a lot more non-cluttered t
kabutor wrote:
> >So, we'll need:
> >- A large map as the basis, so that we can define the tile regions and form
> > the terrain
>
> Provide me with a link of a map you like it, I split that in 14x10
> regions and make a module in CVS to upload the images. :)
I'll do so tonight or tomorrow; I h
kabutor wrote:
The new wind rose looks a lot better, but I'm not fully convinced either:
> windrose->setScale(wind_strength/3,1,wind_strength/3);
It's extremely hard to differentiate between e.g 5 and 7. Maybe you could
model two different sub entities (like the official wind sign, a small
one
Szabados Ern?? wrote:
> By the way, what kind of transparency do you support? Colorkeying or alpha
> bits?
Right now we use colorkeying, e.g. have a look at sprites/hook.png, the
dark blue surrounding is the color key.
> What is the maximum and recommended size for the icons?
For ingame icons:
Szabados Ern?? wrote:
> Here is a preview of the logo and some graphics for the homepage.
>
> I am curious if you like it!
I like the general style of the logo (maybe the text should be moved
below a little bit), but maybe it's possible to add a little reference
to Freebooters being Free software
kabutor wrote:
> >I have a water tile for you, Kabutor. Is this OK for you?
> >If no, please explain and I'll try to come up with something usable.
>
> Really nice :D
I'm less convinced: Have a look at http://www.inutil.org/water-tiles.png
This looks like either like cow skin or soldier's camouf
Kabutor wrote:
> Now its better, Its animated have a look at that.. you can even use
> decimal values for wind and the arrow changes size :)
Yes, that's a lot better.
Moritz
Ahoy,
I've just experimented with terrain splatting, a screenshot
can be found at http://www.inutil.org/terrain-splatting.png
Note that the splat maps do not exactly match the terrain
yet.
The approach is rather simple and efficient: For n levels
of height texture differentiation you need n-1 spla
kabutor wrote:
> Provide me with a link of a map you like it, I split that in 14x10
> regions and make a module in CVS to upload the images. :)
This URL gives a very good approximation of the terrain to be covered:
http://www.lonelyplanet.com/destinations/loc-car.htm
Of course all the details a
Hi,
I collected some greatly improved textures in the Game Media
Repository. There are GPL and LGPL and really improve the
current look of the terrain:
http://www.tzi.de/~jmm/texture-enhancements.tar.bz2
Cheers,
Moritz
Szabados Ern?? wrote:
> New concept art, GUI design, logos can be seen here:
>
> http://chromecat.deviantart.com/scraps/
This looks absolutely great, thanks a lot. We definitely should incorporate
this into the next release, even if we base it on the current SDL menu system.
I'll have a look on m
kabutor wrote:
> >I've just experimented with terrain splatting, a screenshot
> >can be found at http://www.inutil.org/terrain-splatting.png
> >
> 404 not found..
Sorry: /terrain-splat.png
> >The approach is rather simple and efficient: For n levels
> >of height texture differentiation you need n
kabutor wrote:
> >This URL gives a very good approximation of the terrain to be covered:
> >http://www.lonelyplanet.com/destinations/loc-car.htm
>
> Well I dont want a exact map, is just something to know how you wanted
> it, it could be with terrain on the left or not, more terrain in south
> or
Erno Szabados wrote:
> > > Great.. ergh.. shall we delay this a bit more, until we check the PLSM?
> >
> > For tiled maps we'd need a high resolution map either, so that wouldn't
> > change much.
>
> I did not follow the topic, but would a vectorized map help you?
It's not about an ingame-map, bu
Erno Szabados wrote:
> > We definitely should incorporate
> > this into the next release, even if we base it on the current SDL menu
> > system. I'll have a look on much work this would require and compare it
> > with the estimated amount of work for cegui.
>
> As you see fit, of course I would l
kabutor wrote:
> >Are you saying that the GUI will become 3D?
> >
> Well, I think so, Moritz should know that better, but when Ogre3D gets
> integrated in the game, wich is one of the TODOs for next version, is
> easier to simply remove the sail elements in the screen and replaces
> them with, l
Szabados Ern?? wrote:
> Finally I managed to upload the images to the CVS.
> artwork/export contains the images ready for your use. (At least I hope they
> are ready).
Thanks a lot, I'll merge them into the freebooters module once they get used
in the sources. I'm currently working on combining
Szabados Ern?? wrote:
> > Is this Adobe Utopia, included in XFree? If it's only available as Type1,
> > we can't use it, as sdl_ttf only supports TrueType and I'd like to avoid
> > further dependencies.
>
> Right, I forgot about that; in that case any free serif ttf would do (for
> example Vera S
Erno Szabados wrote:
> I would apply the new logo and some design changes (CSS) to the homepage if
> you agree, as soon as I have the time.
Yes, of course, go ahead. The web design can only get better than the current
one I once created :-)
Cheers,
Moritz
kabutor wrote:
> Happy Xmas to all, at last this days Ive been real busy so couldnt do
> much with the PLSM2, how are things going?
I'm currently visiting the annual CCC Congress (http://www.ccc.de/congress)
and will hardly able to work on PLSM before next year.
I hadn't had a chance to look at y
Hi,
sorry for all unanswered mail; I broke my lower leg in a Rugby game last
Saturday and have been released home this morning. I'll reply and commit
soon.
Cheers,
Moritz
PS: I don't have a classic wooden pirate's peg leg, surgeons seem to prefer
splints nowadays :-)
It's attached.
Cheers,
Moritz
--- OgreTerrainSceneManager.cpp.orig2004-11-09 22:49:14.0 +0100
+++ OgreTerrainSceneManager.cpp 2004-11-09 22:49:42.0 +0100
@@ -432,6 +432,7 @@
{
OctreeSceneManager::clearScene();
mTerrainPages.clear();
+mTerr
kabutor wrote:
> >You'll need Ogre 0.15 from now on.
> >
> >
> Or CVS ogre :D
Yes, but it might break the API once more cleanups for the 1.0 release come in,
so proposing 0.15 + patch seems a safer bet.
> Its missing skybox.material in CVS I think, can you commit it please?
Well, you were faste
kabutor wrote:
> >Anyway something is broken in the skybox because it didnt show right,
> >did you change something in the freebooters.zip file ?
> >
> Found the problem, need to add :
>
> Zip=materials/freebooters.zip
>
> in resources.cfg, shall I commit it or just uncompress the zip files in
kabutor wrote:
> 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.
You can commit selectively by using
c
kabutor wrote:
> Ok, I tried it now and seems ok, I commited some changes to seatravel.cc
> adding a 3D windrose, you can turn it like any other scenenode pointing
> to wind direction, take care because the axis are different with
> Overlays, are relative to Camera:
> Y
> | /Z
> | /
kabutor wrote:
> Also I've done some 2D panels to check how to do those so if you want me
> to do some hud just tell me what you want
I just commited some functions that return that current in-game time:
They would be a nice addition to the hud.
These should be displayed with bogus values for no
kabutor wrote:
> Well, Ive been this morning testing the hud, and It works fine when
> working with static content, If I try to change the content, as read in
> the forums, the content is blank, and by the read of this post, that is
> not going to change, until 1.0, because they are putting on t
kabutor wrote:
> Yeah, well Ive been thinking about it, and the HUD must be ok, so Im
> doing something wrong, because the FPS counter works, and is text.. so
> Im gonna have a look at it and come back to you later
Good.
> >>- If you like you could have a look at the sail spanking, other parts
kabutor wrote:
> The hud is already in place. I have some in last moment problems with
> the time-hud, but they seem fixed now, not very fancy but working.
Looks great, but some minor issues remain:
- It only works with 1024x768, with lower resolutions (like the Radeon M6
on my notebook) it's onl
kabutor wrote:
> Ok, now it should work fine with all the resolutions, I see it a bit
> blurry in 640x480, looks like a font problem?¿, but in 800x600 or
> 1024x768 is fine, scaled proportionaly,
Great, it even worked in 400x300.
> anyway that uncover a "bug" or
> something strange, and is tha
kabutor wrote:
> >>something strange, and is that if there are any space in a line it didnt
> >
> >I can't reproduce that. I just added blanks when I trimmed the HUD display
> >a bit and it worked very well. Please check out current CVS and see whether
> >it still fails for you.
> >
> Yes, it stil
Hi,
Terrain tiling does now work in CVS. Some bugs in Ogre had be circumvented,
which required massive changes to the way resources are loaded in our
scene management.
Unfortunately these changes unveiled another bug in Ogre's scene management:
You'll have to apply attached patch ontop of the regul
kabutor wrote:
> Some palm tree and a normal tree are in CVS, also I have some "harbour"
> but not happy with that, is very big, I dont have a clear idea about how
> to do those..
Can you make the current harbour available for download?
BTW; do you know freecol.sf.net, it's a GPL remake of Colon
kabutor wrote:
> Havent tested, Im on 0.14.1, using gentoo but I just use some overlay
> ebuilds to get latest version of ogre, Im looking forward to 0.15,
> should be out any moment, they fix some problem with terrainmanager when
> loading-unloading terrains (like loadings maps), and more than
Aye,
I just commited the first implementation of the tiling scene manager. It
tiles in classic "Pirates!" style. Every tile is described in a text based
definition file that defines a height map for the terrain and references
to the four adjacent tiles. Furthermore there are definitions for objects
kabutor wrote:
> 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 bo
kabutor wrote:
> Now it compiles right, the problem should be a borked copy of OGRE, the
> new CVS just updated works fine, a problem at the moment:
They're removing some cruft from the API right now, 0.15 should be a good
sync point again.
> mkdir -p /usr/local/share/games/freebooters/harbours/
kabutor wrote:
> TerrainSceneManager: Activated PageSource Heightmap
> 0.180664 30
> seatravel: ../../../OgreMain/include/OgreAxisAlignedBox.h:197: const
> Ogre::Vecto
> r3* Ogre::AxisAlignedBox::getAllCorners() const: Assertion `!mNull &&
> "Can't get
> corners of a null AAB"' failed.
> Abortado
kabutor wrote:
> >>"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.
> >
>
Hi,
I've implemented tile defined placing of 3D objects like harbours on the maps.
Right now only the medium sized harbour is supported.
I've tracked down the crash in terrain switching to a bug in the RayIntersection
code I use to determine the height of the terrain. It's been reported and will
h
kabutor wrote:
> Well, I liked more the cutter (or the sloop) if the broom movement and
> wind is fixed properly, as someone (sorry I forgot the name) was about
> to do, don't know
> the status of that or if better we consider in doing that ourselves, I
> realize that the broom movement I wrote
Hi,
I've been busy with replacing my notebook (which has the nice side effect that
have
3D accelleration with the new one) and pay check work, but a quick status
update:
I'm planning to add collision detection and preliminary scene manager
functionality
into the seatravel code during the week (t
Some specs/ideas for some structure for the 3D ship models:
Every ship, no matter which size is has, should have a top flag.
This indicates it's nationality and whether it's pirating and
shows the direction the wind is coming from.
Movement in the ship is controlled through the helm which control
Paul Damer wrote:
> >Movement in the ship is controlled through the helm which controls
> >the direction of the ship and how far the sail should be able to
> >expand. Depending on the side the wind is coming from the broom
> >switches over to either side. This should have a graphical
> >representat
[ Sorry for the late reply, I forgot this mail in my postponed
mailbox ]
Paul Pogonyshev wrote:
> Well, I offered help, because I had to edit `Makefile' in order
> to install CVS freeboters (`[a-z]*' matches `CVS', which is a
> directory and won't install).
Which version of install(1) do you us
kabutor wrote:
> Well, I try to understand that, but dont really have it :) , my idea
> for the sails, is that only the "broom" sail must control the speed of
> the ship, even in the big ships, the other ones, the rectangular ones
> shall only move a little (30º-20º each side at most) but just
kabutor wrote:
> 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 was working against on outdated checkout. Fixed in CVS.
> I like the
kabutor wrote:
> >Is there a GPL compatible license on the particle effects? Most images
> >from the samples are not freely distributable, but I guess these are
> >not tainted.
>
> Well, the images are not that complex, for smoke & fire is just one
> smoke.png needed.
Ah, ok. I've been working o
Ruhi Bloodworth wrote:
> *Ships take 2 days to upgrade cannons instead of 1
> *repairing damage to a ship resets in_shipyard (so repairing 0 damage allows
> the ship to leave immediately)
Thanks a lot for spotting these, commited to CVS.
> void Ship::stay_in_shipyard(int amount)
> {
> - in_sh
Ruhi Bloodworth wrote:
> The buccaneer splash screen buccaneer.png doesn't exist.
>
> If title-buc.jpg is going to be used instead I suggest getting rid of
> the caption "press space to play"
Thanks for noticing, Christoph is taking care of Buccaneer, I guess
he'll fix the title screen for the n
kabutor wrote:
> >Ah, ok. I've been working on integrating a rain particle effect for the
> >ingame storm events, for which I recreated the raindrop texture under
> >the GPL. Will commit it later on.
>
> Ill see it, the drops could be smaller, its really tricky to do nice
> particle effects, I tr
paul damer wrote:
> Hey, this keeps getting better and better, I like the rain effects.
> I am working on improved sailing physics and and boom(not broom) and
> boat movement.
I've been to a free software conference called "Wizards of OS" in '98.
During the breaks the played a small clip from the
kabutor wrote:
> >A lightining would be really cool, but I have not idea yet, how to
> >accomplish
> >that with Ogre. Let's do the necessary parts first.
> >
> Turn Light on and off? :-D But Amen to the "Let's do the necessary parts
> first"
That's a nice idea, at least the scene should be becom
kabutor wrote:
> If you ask me, dont know Moritz thoughts, for me the most important
> thing is that the game is fun, I see no fun in moving from one place to
> another, just choosing the direction, especially if there are long
> distances, if the distances are shorter it doesnt matter.
Agreed,
Ruhi Bloodworth wrote:
> I'm thinking of doing some work on the freebooters menu UI. Specifically
>
> - displaying the price and quanity on ship of goods in the select menu
The quantity is already displayed, but it should be labeled as that as
well. Adding the price is a good idea as well.
> - a
Aye,
I just commited code for the terrain rendering. It's done using
the NatureSceneManager, which is really neat.
Some remarks:
- The current terrain_texture.jpg is just a stub (just a brown plane)
and looks rather bad.
Try Samples/Media/materials/textures/terrain_texture.jpg from the
Ogre
kabutor wrote:
> > distributable). Kabutor, can you create a similar GPL texture to
> > replace my stub?
> >
> I try to.. 2D is not easy to me, I m a bit thick texturing.. :D
Maybe you can create a 3D view in terraform or geomorph and make a
top view screenshot?
> >- The water plane should cover
Ahoy,
I just checked in the first development code of the all-new
fancy Freebooters in 3D. This is a major leap forward that
wouldn't be possible without all the fine modeling made by
Esteban Fernandez aka Kabutor.
The first checkin implements a seaplane in which you can
sail around with the cutte
Sebastian Spaeth wrote:
[ [EMAIL PROTECTED] is an English language mailing list,
(I should really fix this in the docs), therefore I'm replying
in English ]
> Bin leider kein C++ Profi, kann nur good old ANSI C, werde also beim
> coden nicht alzuviel beitragen können. Was bräuchtet ihr denn a
Paul Pogonyshev wrote:
> Will you accept a patch that will switch Freebooters to using
> Automake and Autoconf? I volunteer to do this.
Improvements for the build system are very welcome (e.g. support
for building outside the src directory), but switching
it to the autotools won't happen.
autom
Aye,
Freebooters 0.2.1 has just been released. The main changes:
* Gameplay configuration subsystem (gameplay parameters are configurable
through gameplay-parameters.conf)
* Menu improvements (selection of subitems with the mouse, optimizations)
* Improved sailing dynamics (by Paul Damer)
* Save
Paul Damer wrote:
> I just downloaded freebooters .2. This game looks like it has alot of
> potential. I would like to work on improving the seabattle code and game
> play.
> I sail occasionally and the sails in the game don't always seem to work
> right.
That sounds very good. The current s
Jolan Luff wrote:
> Do you support compiling freebooters with gcc2 at all? I get:
I don't use gcc 2.* for C++ any more and cannot recommend to anyone
either. It's C++ support, and especially the implementation of the
standard library has too many deficiencies. The quality of g++ >= 3.2
generated
[EMAIL PROTECTED] wrote:
> I havent sound card, and the game dosen't start. I have comment the exit in
> the sourd card test, and it's run.
I agree that exit()ing is probably a bit too strong, but setting
sound=no
in /etc/freebooters.conf should solve that problem without editing
the source. Do
Zann wrote:
> If you run out of food and begin starvation,
> then if you buy food at the next city,
> you still are stavation when you sail away.
> This can be reproduced every time you run out of food.
Fixed in the repository.
Moritz
Kabutor wrote:
> Been improving the sloop model
> http://www.pccable.es/images/sloop20.jpg
> and the top view.
> http://www.pccable.es/images/sloop20top.jpg
>
> The same as the other model, missing textures+details.
Great, both look very good. Once you have some textures
we could begin to integra
Heine Laursen wrote:
> freebooters v0.2 with stavation-try2 patch
>
> If you upgrade your ship you loose all your men!
Indeed, that's a bug. Attached patch fixes it, it has
been applied to the repository. Thanks for the report.
Cheers,
Moritz
diff -Naur freebooters-0.2.orig/gameplay.cc f
Heine Laursen wrote:
> Wait 7 days, then there are men at the tavarn again.
Seven days would be the worst case, new crew members are
spawned in a weekly interval.
Cheers,
Moritz
--
http://unpythonic.net/~jepler/cgi-bin/rottenflesh.cgi
kabutor wrote:
> 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 think
Heine Laursen wrote:
> When you loose a fight to another ship, it says "All your cargo is lost"
> However you don,t loose any cargo at all
Thanks, fixed in 0.2.0.1.
Cheers,
Moritz
I've just released freebooters 0.2.0.1.
It adds compatibility for GCC 2.95, Open BSD, partial support for
Win32 (it compiles cleanly, but there may be some non-ported unixisms.
I can't test it and I don't care too much) and fixes several bugs
reported by Heine Laursen.
I also made the repository
Paul Damer wrote:
> Here is a patch that slightly changes the sailing dynamics and improves how
> the
> sail swings around a little. Also, your ship should coast a little bit. We
> could play with these numbers to improve game play some.
Great, applied with a minor change (I disabled the debug
kabutor wrote:
> >I've been thinking about the same and already had a look different engines.
> >Right now crystalspace seems most promising, but I'm still thinking about
>
> I've been having a look, and my feelings are (note that I dont have exp.
> in any of this so maybe Im totally wrong :D):
Kabutor wrote:
> This one was a very slow week, too busy, anyway, here cames the updates.
My notebook's power supply broke, so I'm a bit constricted right now as well.
> I just made a texture image for the sloop, so it could be easily changed
> the look, have a look at this http://www.pccable.es
kabutor wrote:
> >In the current model the ship models are color-keyed and exchangable,
> >to distiunguish them better for multiplayer mode, but I guess we can
> >drop that and stick to classic wood-like textures and colors.
> >
> Umh, well I don't know how to make that "color-key" thing, I'll try
Paul Greidanus wrote:
> I was wondering if there was a way to get access to the CVS repository
> and see if the current code works better, and do some testing between
> releases? The CVS on the website seems to be empty..
Right now the repository resides in a private GNU Arch (tla) repository.
I
Esteban DdaY Fernandez wrote:
> Been trying the game, hope it keeps developing till 1.0 :)
>
> anyway, a couple of things :
>
> 1- the Spanish Flag should be changed, due to historical reasons, the
> one you put in the game is the new one :
> http://en.wikipedia.org/wiki/Spanish_Flag
Indeed, th
Kabutor wrote:
> > http://www.flyinglab.com/pirates/review/showitem.php?item=282
> >
> Yeh, I know, i din't mean to ask to copy that, just to have a look..
I've added this to the TODO.
> >Your help is very welcome. I guess the ship sprites should be raytraced
> >like the current one, otherwise it
Esteban DdaY Fernandez wrote:
> It's missing some things, a lot of texturing, lighting and details (not
> much details are needed for a top view) also i want to put some "bones"
> in the main flags so they can be turned easily , to make the top views
> with different flags positions.
>
> Here i
Freebooters 0.2 has just been released and is available through
the website. It main changes:
* Improved menu system, the most important user visible feature is mouse support
The whole menus have been restructured to be more usable. There's a graphic
menu bar as well. (Sprites contributed by K
kabutor wrote:
> 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
Yeah, I've been to tired yesterday. Fixed.
> Anyway, I realize one small bug, when you sell something, in the screen
> it does say "Buy cargo"
Ricardo Cruz wrote:
> Anyway, I would like to ask you to add Portugal to the nationalities. I
> mean,
> Portugal was the first country ever to adventure through the sea, so I think
> it deserves it.
> You can find all flags that Portugal had here:
> http://www.terravista.pt/guincho/1421/bandei
Sabau Dan wrote:
> You have to include manually unistd.h in menu.cc in order to compile it
> properly.
Thanks, fixed in the arch repo, which will soon be online.
Cheers,
Moritz
[EMAIL PROTECTED] wrote:
> g++ -g -O2 -Wall `sdl-config --cflags` -pipe -c -o nutship.o nutship.cc
> nutship.cc: In member function `void NutShip::travel(int, int, int, int,
>NutShip*)':
> nutship.cc:225: error: `round' undeclared (first use this function)
Thanks for your report. This will b
[EMAIL PROTECTED] wrote:
> $ gmake
> g++ -g -O2 -Wall `sdl-config --cflags` -c -o nutship.o nutship.cc
> nutship.cc: In member function `void NutShip::travel(int, int, int, int,
>NutShip*)':
> nutship.cc:226: error: `round' undeclared (first use this function)
I debugged this on a FreeBSD ma
Hi everybody,
Freebooters 0.2 will soon be released with the following new
main features:
- Improved menu system (more readable, mouse support)
- Load and save games
- Support for MacOS X and BSDs
With the 0.2 release the repository will be moved to gna.org.
If you have any bugs to report; speak
Matthew Johnson wrote:
> Good day,
>
>Thanks for making this, Pirates! was one of my favorite titles and
> this title shows promise too.
Thanks.
> What are you all aiming for though? As compared to Age of Sail, Salvo!
> (new title coming out: http://www.shrapnelgames.com/ but Windows only)
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