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
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
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,
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
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,
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
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
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
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:
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
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
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
[ 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?
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.
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
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
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
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 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
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
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:
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
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;
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