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, sounds like a nice solution as well.

 ok, I vote for bigger tiles. And smaller ports. :)

Yes, the size of the ports should become smaller, however the decorations like
palms should probably stay big, otherwise it becomes to tiny.

We could also use smaller heightmaps per tile, I guess even 129x129
provides more than enough detail for the terrain.

 Other stuff that I want to work on:
 - Integrate the Seapassage class into the real Freebooters (almost done,
 but I ran into a little problem, see the Help forum for details)
 
 I see that.. is a shame Cegui is not in ogre yet, because we can add all 
 the menus in freebooters inside the Ogre3D, so you donr really need SDL 
 (only for music maybe) and place some animation or 3D view in the 
 background inestead of the fixed sepia images.. Look what I see in Ogre 
 forums:

Yes, I've been thinking about the same, even SDL_Mixer won't be needed any
more, as I'm planning to integrate OpenAL, which allows us to make use of
spatial sound effects. However, building the complete Caribbean Map has
preference for now.
 
 The next major version of OGRE will use CEGUI as its GUI system. We are 
 aiming to have 1.0 released around Christmas, though don't hold me to 
 that as these things do change sometimes Smile The implementation will 
 be exactly the same so I'd suggest to start moving to it now.

I'm subscribed to the ogre-cvs-changes and there hasn't been a commit
of cegui yet, only the removal of the old GUI system.

 I think Im going to try to update Azatoth at the moment, we can consider 
 that as minimal req for next version.. Only thing we need is a Sample 
 for the new Cegui system..and Christmas is All Around here ;-)

Let's stay with 0.15.1 for now, current CVS has a rewritten resource
management, which will definitely unveil other unwanted side effects.
 
Cheers,
Moritz



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

2004-12-08 Thread kabutor


Freebooters 0.2.2 has just been released. This is the first release that
 

Ok, time to move on to 0.3 Ive been thinking on three things I can do at 
the moment.


1- Make a new arrow, and make it change size as wind changes its 
strength (little time)

2- Fix the sailing physics with better and nicer ones ;) (medium time)
3- Make the Caribbean tile-map (lots of time) Also is needed to do some 
forest stuff (groups of  palm trees)


Also for doing 3 we need to discuss how to make them, the format, size, 
and so..


:)





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

2004-12-08 Thread Kabutor


1- Make a new arrow, and make it change size as wind changes its 
strength (little time)
   


Very good, maybe like to official wind strength sign? It's like a circle
with a line on it and there's a long line for every two beauforts wind
strength and a small line for one beaufort. (Hard to explain and probably
not understandable :-) )

 

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 )



2- Fix the sailing physics with better and nicer ones ;) (medium time)
   


Yes, this may be a point that we should put some ideas into, before we
start coding it. Maybe Paul Damer wants to have a look at it, he already
wrote something for the 2D sailing.
 



 

3- Make the Caribbean tile-map (lots of time) Also is needed to do some 
forest stuff (groups of  palm trees)


Also for doing 3 we need to discuss how to make them, the format, size, 
and so..
   


Yes, I already have some ideas, I'll write them up and post them to the
mailing list, probably even tonight.

 


ok, I vote for bigger tiles. And smaller ports. :)


Other stuff that I want to work on:
- Integrate the Seapassage class into the real Freebooters (almost done,
but I ran into a little problem, see the Help forum for details)
 

I see that.. is a shame Cegui is not in ogre yet, because we can add all 
the menus in freebooters inside the Ogre3D, so you donr really need SDL 
(only for music maybe) and place some animation or 3D view in the 
background inestead of the fixed sepia images.. Look what I see in Ogre 
forums:


The next major version of OGRE will use CEGUI as its GUI system. We are 
aiming to have 1.0 released around Christmas, though don't hold me to 
that as these things do change sometimes Smile The implementation will 
be exactly the same so I'd suggest to start moving to it now.


I think Im going to try to update Azatoth at the moment, we can consider 
that as minimal req for next version.. Only thing we need is a Sample 
for the new Cegui system..and Christmas is All Around here ;-)



- Collision detection with the harbours

 

there is a -showBoundingBox in the class SceneNode you can have a look 
at, I think it has even (quoting for some example I see in ogre forums):


AxisAlignedBox box = entity-getBoundingBox();

Then you the have the .intersect that I think can check if a vector is 
inside..


Something like that ..