Re: [Freebooters-devel] Ogre 1.0

2005-03-03 Thread Moritz Muehlenhoff
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

[Freebooters-devel] Improved menus in CVS

2005-01-02 Thread Moritz Muehlenhoff
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

[Freebooters-devel] Proposal for the creation of the map tiles

2004-12-09 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Freebooters 0.2.2 has just been released

2004-12-09 Thread Moritz Muehlenhoff
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,

Re: [Freebooters-devel] New GUI design - harbour screen

2004-12-13 Thread Moritz Muehlenhoff
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 than

Re: [Freebooters-devel] water tile

2004-12-14 Thread Moritz Muehlenhoff
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 camouflage,

Re: [Freebooters-devel] Small Change..

2004-12-14 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Concept art, GUI, logos - preview

2004-12-15 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Proposal for the creation of the map tiles-2

2004-12-15 Thread Moritz Muehlenhoff
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 less

Re: [Freebooters-devel] Proposal for the creation of the map tiles-2

2004-12-15 Thread Moritz Muehlenhoff
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, but about a

Re: [Freebooters-devel] Concept art, GUI, logos - preview

2004-12-15 Thread Moritz Muehlenhoff
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 like to

Re: [Freebooters-devel] Homepage update

2004-12-20 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Xmas Over back to work ;)

2004-12-28 Thread Moritz Muehlenhoff
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

[Freebooters-devel] A little delay

2004-12-03 Thread Moritz Muehlenhoff
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 :-)

[Freebooters-devel] Patch for correct resources reloading on top of Ogre 0.15

2004-11-16 Thread Moritz Muehlenhoff
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(); +

Re: [Freebooters-devel] Terrain tiling works now

2004-11-17 Thread Moritz Muehlenhoff
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 some

Re: [Freebooters-devel] Terrain tiling works now

2004-11-17 Thread Moritz Muehlenhoff
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 cvs

Re: [Freebooters-devel] Terrain tiling works now

2004-11-21 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Status update

2004-10-06 Thread Moritz Muehlenhoff
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

[Freebooters-devel] Tiling scene manager in CVS

2004-10-21 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Tiling scene manager in CVS

2004-10-21 Thread Moritz Muehlenhoff
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 bool

Re: [Freebooters-devel] Tiling scene manager in CVS

2004-10-22 Thread Moritz Muehlenhoff
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

[Freebooters-devel] Terrain switching

2004-10-28 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Terrain switching

2004-10-28 Thread Moritz Muehlenhoff
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 was

[Freebooters-devel] Status update

2004-10-05 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Automake/Autoconf

2004-09-17 Thread Moritz Muehlenhoff
[ 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 use?

Re: [Freebooters-devel] Proposal for ship model specs

2004-09-17 Thread Moritz Muehlenhoff
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 in a

Re: [Freebooters-devel] freebooters version .2

2004-07-01 Thread Moritz Muehlenhoff
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 sail

Re: [Freebooters-devel] gcc2 support

2004-07-04 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] Sound card 'bug'

2004-07-04 Thread Moritz Muehlenhoff
[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.

Re: [Freebooters-devel] Sloop 2.0

2004-07-08 Thread Moritz Muehlenhoff
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 thinking

[Freebooters-devel] Freebooters 0.2.0.1

2004-07-11 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] flags and map

2004-06-03 Thread Moritz Muehlenhoff
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's too

Re: [Freebooters-devel] Sloop blender model

2004-06-12 Thread Moritz Muehlenhoff
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 is a top

[Freebooters-devel] 0.2 release

2004-06-30 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] 0.2 v

2004-06-30 Thread Moritz Muehlenhoff
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 no

Re: [Freebooters-devel] Freebooters - suggestions

2004-05-31 Thread Moritz Muehlenhoff
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:

Re: [Freebooters-devel] compile error

2004-05-04 Thread Moritz Muehlenhoff
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

Re: [Freebooters-devel] freebooters on freebsd (Intern)

2004-05-11 Thread Moritz Muehlenhoff
[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 be

Re: [Freebooters-devel] freebooters on freebsd (Intern)

2004-05-12 Thread Moritz Muehlenhoff
[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

[Freebooters-devel] Status report for freebooters 0.2

2004-05-20 Thread Moritz Muehlenhoff
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;

Re: [Freebooters-devel] Fun game

2004-04-14 Thread Moritz Muehlenhoff
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) and