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