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Messages - whitelynx

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81
Suggestions / Re: Character Saves
« on: August 05, 2006, 02:01:29 am »
Keep in mind, there are ways to go about killing people that are more 'legitimate' than just deciding on a whim to murder some poor guy. For instance, join a mercenary force or a bounty hunters' guild. Or, get named a sheriff or deputy on some backwater planet and chase down a few criminals. Or, hell... go join a band of pirates.

The point is to keep people from doing nasty shit without having any kind of justification as far as their character's story goes. We don't want people to go randomly gunning other players down because they feel like it.

82
Suggestions / Re: Multi crewing?
« on: August 05, 2006, 01:49:06 am »
Yeah, that's been part of the design from the beginning. At this point, I'm not entirely sure about how we're going to do this, or if it'll even make it into the final game, but it's something we're going to try to aim for.

83
Bug Reports / Re: Compile Problem
« on: August 05, 2006, 01:45:01 am »
well , Here is the output of

./configure --without-bfd --enable-debug

<snip>
checking for libcppunit... no
checking if pkg-config recognizes mysqlclient... no
checking for mysqlclient-config... no
checking for libmysqlclient... no
checking if pkg-config recognizes CEGUI... yes

<snip>

Looking at that, I'd say the problem is that configure isn't finding mysql at all. Try specifying where to find it when running configure:
./configure --without-bfd --enable-debug --with-mysqlclient=$HOME/development/mysql-5.0.22

If it still doesn't work, try configuring mysql with --prefix=/usr and running make install in the mysql dir as root. That will install all of mysql's stuff to /usr.

Dave

84
Bug Reports / Re: Compile Problem
« on: August 03, 2006, 10:59:17 pm »
Make sure you installed the headers as well as the libs for mysql... I know some libraries have a bad habit of only installing the compiled libraries. Other than that... could you give us a bit more info about your setup? Where is mysql installed to, where do the include and lib files for it live on your system, etc.

85
Precursors Artwork / Re: Art Request: logo work
« on: August 03, 2006, 10:56:46 pm »
Thanks! :) Looking forward to seeing what they do with it...

86
Enter is apparently bound to "inhabit"... that won't work because we never finished the code for it, and we've removed that functionality anyways. F10, as Morgul said, is the "exit" key... we've been getting segfaults on exit for a while, and haven't yet figured out how to fix them. We'll keep poking at it and see if we can get it to behave for the next version though.

Thanks for the bug reports!

87
Bug Reports / Re: Bug tracking system not working
« on: August 03, 2006, 10:50:19 pm »
Fixed. Sorry about the inconsistency there... we recently restructured the wiki, and it's invalidated some of the links here. If you find any more in sticky posts, let me know and I'll fix them.

88
Precursors Artwork / Re: Random idea...
« on: August 01, 2006, 10:44:01 pm »
I think Mr. Nukem would be offended to be thought of as "the little guy".

 :P

89
Precursors / Re: Google Search!??!?! OMGosh
« on: July 25, 2006, 10:36:31 pm »
* whitelynx hands Caenus an anal bumcover.

90
Precursors Artwork / Re: Prometheus Space Station
« on: July 21, 2006, 01:44:27 am »
Killing Feathered Avians?

Or, for the all-time classic:
Killer Fucking Arsenal

91
Precursors Artwork / Re: TobalCorp Orbital Fighter
« on: July 19, 2006, 07:46:38 pm »
Made For Entering And Leaveing Atomospheres At High Speeds And Manuverability In Conjuntction With Tobal-1 Station

*ahem*

92
Precursors Artwork / Re: Hud Concept 0.1
« on: July 15, 2006, 12:27:57 pm »
Nice. A couple of things I'd suggest... first, add more. This HUD doesn't really display that much in the way of information from what I can see. I need to see if we have anything written up on the wiki yet as far as what's expected in a HUD. If not, we should put something like that up soon as guidelines for HUD designs. Second, make the background of the HUD boxes a bit less transparent... it makes things hard to read when they're over a bad background. (like the strut in the upper-right of the screen) Third, make things a bit bigger. Bigger text = more readable. The thing to remember is that a HUD should be easy to get information from without needing to study it for any length of time. You should be able to tell what you need to know at a glance.

93
Precursors Artwork / Re: TobalCorp Orbital Fighter
« on: July 15, 2006, 12:23:37 pm »
Nice. I like the overall shape... only thing I'd be worried about is that I don't see very strong supports holding all the pieces together. That might just be the angles those shots were taken from tho. I'd definitely like to see this one with some texturing.

94
Precursors Artwork / Re: Terran Cruiser
« on: July 15, 2006, 12:21:02 pm »
Reminds me of a nessel....
Did you mean "nacelle"? That's exactly what it is... an engine nacelle.

95
Precursors Artwork / Re: Scorpion Fighter
« on: July 15, 2006, 12:19:41 pm »
I definitely like the look. It works well for an older-model security fighter, probably used by corporations to keep pirates away from their installations.

96
Precursors Artwork / Re: Post your Desktop!
« on: July 14, 2006, 02:51:35 pm »
This is my laptop. I'd post a screenshot from my desktop, but it's 2 screens of 1280x1024. I figured that was a bit big.

97
Precursors Artwork / Re: Prometheus Space Station
« on: July 14, 2006, 10:11:18 am »
Kiddies Fighting for Ascendancy?

98
Precursors Artwork / Re: Art Request: logo work
« on: July 14, 2006, 09:46:41 am »
Another couple of logo tasks for those who would like to work on them.

First task is creating a good set of icons: one for the client, (the standard game) one for the dedicated server, and one for the installer. Each icon needs to have 16x16 and 32x32 versions, and optionally a 48x48 version as well.

Second task is a "banner" image for the installer. (the little image at the top of each installer window) It should be about 150x57 pixels. (All the ones that come with NSIS are this size; I think we can go wider than that, but I wouldn't suggest making it any taller than 57)

Thanks again!

99
General Announcements / Re: Website layout discussion
« on: July 12, 2006, 03:37:24 pm »
One suggestion, then, is to have the two column layout, but have one column for all the stuff at the top, and another column for the blog entries.
Done. All I have to do now is put in a feature request for the blog plugin so we can limit the number of words of each post shown... although that isn't necessarily that important.

100
Precursors Artwork / Art Request: logo work
« on: July 11, 2006, 09:34:31 am »
I'm doing some work on our Trac page, since it's going to replace the old website as soon as possible. (the old site is outdated and of rather bland design, as well as being hard to update.)

I figured I'd get some help from the artists, since we're going to need a logo for that page. Right now it's just the GNE logo, which is great, but I kinda think the Precursors page should display the Precursors logo somewhere. :P

Basically, I need a Precursors logo image that will fit on that page. I'd say make it at most 512px wide, and possibly up to 512px tall. It's possible to have part of the logo extend down below the navbar onto the page itself, so long as the background is dark enough that the text can still be read clearly. Try to keep any text and most of the detail in the top 100px or so of the image, so that it doesn't make the page too tall. Please submit images as .png files.

Thanks!

Dave

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