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Messages - whitelynx

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61
RaptorNL / Re: Feature: The HawkThreads library
« on: September 19, 2006, 12:15:12 pm »
I'd lean toward using as much Boost as possible in RaptorNL for exactly that region... they're well-tested, cross-platform C++ libraries that are freely available, and that's less code we need to maintain.  ;)

62
RaptorNL / Re: Start of the RaptorNL project
« on: September 18, 2006, 12:12:20 pm »
  • Better gaming features - This includes some of Zoidcom's features, such as automatically condensing the data being sent, priorities, sending multiple messages per packet, etc. I just like some of the features of Zoidcom, but I'm not looking to duplicate them or rip them off. (Honestly, I'd still say we should look into them a bit more - perhaps somebody else can write a CEL plugin for it while I'm getting Raptor up to speed?)

These are all things which RakNet supposedly has. The "ordering channels" is a way of ensuring that certain packets arrive in order (and you can specify whether you need all packets in order, or only the latest packet) and the reliability ties into this directly... I'd love it if we can come up with a simpler system for all this. Since we're converting this thing to OOP, maybe we can leverage objects to take care of some of this stuff... have a "packet conduit" or something which keeps track of what type of reliability to use, what priority the packets have, etc. and just send packets using the conduit instead of direct calls to the network interface... (maybe there's a better term than "conduit"... I just can't think of one right now)

63
RaptorNL / Re: Start of the RaptorNL project
« on: September 15, 2006, 08:43:29 am »
Thanks for heading up this project, cplan! It's good to see some work being done on HawkNL's code. (even if it's a fork :P)

I may be able to help out with windows builds... I'm running server 2003 on my laptop now, and I have Eclipse (with the C/C++ dev tools), Code::Blocks, and Mingw/MSYS all set up on there. I may also be adding MSVS 2005 in the near future.

64
If you get a chance, try the following demos in CS:

Code: [Select]
./walktest -relight terrain
./walktest -relight terrainf

The "terrain" map has atmospheric scattering, although it doesn't look as good as it used to... it used to be blueish scattering and it looked really nice. (complain to the people in #crystalspace when you get a chance) Here's an older screenshot of the scattering terrain: http://www.crystalspace3d.org/tikiwiki/tiki-browse_image.php?galleryId=12&sort_mode=created_desc&desp=15&offset=0&imageId=154

"terrainf" has the new foliage plugin enabled.

Fossi's Summer of Code branch (the impostors branch) has a version of one of the terrain maps, except the trees are generated using OpenTree, and they make use of LOD impostors.

65
Bug Reports / Re: ODE INTERNAL ERROR 2: Bad argument(s) in dxSphere()
« on: September 07, 2006, 06:12:59 pm »
Check out CS's phystut program, and see if you run into it there. (that also uses ODE) If you do, try doing a 'jam distclean' on CS and rebuilding it. Also, triple-check and make sure you don't have any old versions of ODE sitting around. (check /usr/lib and /usr/local/lib for libode.a and libode.so, and /usr/include and /usr/local/include for ODE directories... if any of those are present)

66
Precursors / Re: A game worth noting - possible huge competitor
« on: August 24, 2006, 03:40:09 pm »
Here's a copy of what I wrote in the IRC channel earlier:
Quote
<whitelynx> if someone can convince me that the engine is definitely better than CS, ok.
<whitelynx> but here's the thing...
<whitelynx> I haven't seen _anything_ that they've done that couldn't be done in CS
<whitelynx> yes, some of what they're doing hasn't been written yet in CS, but it can be done
<whitelynx> and we have to weigh the cost of implementing it within CS' framework to the cost of rewriting what amounts to 90% of our code
<whitelynx> one thing Rosencrantz didn't mention last night in his list of stuff we'd need to reimplement is the behaviour layer
<whitelynx> we'd need to rewrite the whole thing, since all of our BL classes make heavy use of CS-specific and CEL-specific functionality
<whitelynx> so basically, unless there's something in the underlying architecture of the infinity engine that makes it far superior to CS/CEL, it won't be easy convincing me that we need it at all :-P

As far as talking to their team, the thing I'd be most interested in hearing from them is how they went about getting seamless planet-to-space transitions. The procedural stuff would also be interesting, but I think our starfield mesh would go a long way toward that goal.

67
Precursors Artwork / Re: FavIcon
« on: August 20, 2006, 03:31:43 pm »
I think I actually liked the first version of the GNE one (the second icon) a bit better... it was brighter. How did you make these... scaled-down bitmaps, or svg's, or what? If you still have the sources for these around, is there a way you could try getting a slightly less stretched version of the 3XE logo icon? (the first one) Also, is there a way you can post them as PNG's? the JPG files tend to look really grainy, especially for small images.

Thanks!

68
Precursors Artwork / Re: FavIcon
« on: August 20, 2006, 03:25:45 pm »
Kickass! I didn't even know this thread existed... thanks for the icons, ryguy... we'll probably be using some of them soon.

69
Precursors Artwork / Re: Art Request: logo work
« on: August 20, 2006, 04:44:51 am »
Sweet. Looking forward to seeing what he comes up with.

70
Precursors Artwork / Re: Art Request: logo work
« on: August 15, 2006, 08:36:20 pm »
The source images are in the only sticky topic in this forum: Source Files for Precursors Artwork

The images you'll probably want to take a look at are precursors_background.svg and 3xelogo.svg, which you'll need Inkscape to look at.

71
General Announcements / Re: Subversion moving.
« on: August 08, 2006, 09:59:01 pm »
A clarification: This only applies to Trac and Subversion for Precursors itself, not for the numerous other projects hosted on adidas.

As of now, Subversion is up and running, so I figure it's time to tell everyone how to switch over... First off, the new Trac page can be found at https://64.39.30.19/projects/precursors. Second, how to switch your current SVN checkout over:
Code: [Select]
svn sw --relocate svn://adidas.servegame.org svn://64.39.30.19
For new checkouts, do the following:
Code: [Select]
svn co svn://64.39.30.19/precursors/source/trunk precursors
Code: [Select]
svn co svn://64.39.30.19/precursors/data/trunk precursors/gamedata

72
Bug Reports / Re: Compile Problem
« on: August 06, 2006, 09:27:31 pm »
Make sure you double-check the Known Bugs section in Trac before posting a bug... I just added a couple of tickets the other day.

73
General Announcements / Re: Forum Layout Changes
« on: August 05, 2006, 10:27:04 pm »
In other words, we've changed things up a bit in preparation for some new and exciting happenings in the universe of The Seventh Game.

Note: Precursors is the name of the game, Requiem for Innocence is the name of the new comic, and The Seventh Game refers to the universe as a whole.

74
Bug Reports / Re: Compile Problem
« on: August 05, 2006, 06:23:09 pm »
Try updating CEL from SVN again and see if it builds... it looks like a code error, which means it's probably been fixed by the CEL devs.

75
Precursors / New Screenshots
« on: August 05, 2006, 01:38:52 pm »
Just some screenshots to whet your appetites for what's coming up in the next release. So far, we have targeting, and a completely redone main menu.

Enjoy!

(sorry for the huge targeting screenshot... I'll try getting a smaller one up soon.)

76
Precursors / MOVED: Compile Problem
« on: August 05, 2006, 01:32:22 pm »

77
Suggestions / Re: What should go into the next version?
« on: August 05, 2006, 01:31:11 pm »
Yeah... sounds are important to immersion, but like you said, sound doesn't travel through a vacuum. What we're hoping to do is get ambient ship noises eventually (read: probably not for another 2 releases or so) like engine hum and computer noises, and probably some rather loud sounds when you run into something. Also, depending on speed, you may run into space dust or other such junk, which would make some pinging noises against the hull. Aside from that stuff, we're hoping to get music in there in another release or so, which will help keep it from being _completely_ quiet.

Wow... this was a really old thread :P

78
Sorry for the double-post... a good place to start looking for such algorithms would be in the FlipCode archives: http://www.flipcode.com/articles/index.shtml

79
Actually, I do believe there is an algorithm out there for finding the centroid of a closed polygonal mesh. As long as it's closed, there shouldn't be a huge issue... surface area is calculated by adding the area of each poly, and volume should also be able to be calculated somehow... although I'm not entirely sure how.

80
Bug Reports / Re: Compile Problem
« on: August 05, 2006, 01:17:00 pm »
True. It sounds like it probably wouldn't be able to load any of the CEL propclasses, which means it probably can't find the CEL directory. Recon: do you have the $CEL environment variable set? I usually put it in my .bashrc file, along with $CRYSTAL.

As far as the Jamfile, that is auto-generated. To have your changes stick, you'd have to modify Jamfile.in. However, I don't really suggest doing that modification, as it could lead to collisions if you try updating from svn. It's much safer to just tell configure where to find mysql.

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