Okay, than let's leave it out for 0.2.2. CEGUI is currently getting
integrated for Ogre 1.0 and we'll need it later anyway to situations
during sea passages (e.g. when deciding whether to enter an opponent's
ship).
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

The remaining issues for 0.2.2: Did I miss something?
- I'll have a look at the reloading of the water plane this night.
Ok

- If you like you could have a look at the sail spanking, other parts of the
 ship should turn over as well and it could be smoother.
The sail spanking? the sail movement you mean? If we are not going to take into consideration the wind direction for tiles sail, wich I think is a mistake ;) , we dont need the sails to move, but I take a look at it..

And talking about the sail-tile, I think the wind direction and wind physics must be take into consideration, if not sailing between tiles is gonna be really bored, we can do that later anyway once we have the 300 tiles in the map done.

- I'll fix the sail physics to make them less sloppy
Yes..

We need to fix harbours, so they didnt look like they are buried in the land, probably need to check pngs heighmaps, we need to adjust the water altitude or the ship position, at the moment half of the ship is under water :D.

Also if with the rayscene query you can get the height of the terrain, make the Y coordinate of the ship adjust to that value (when its over water level), so the ship didnt "crash" in water.

I can think more things to do, but for 0.2.2 these are fine :D

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