The access to the CS UI has changed a few months ago, now you need to
select the "CrystalSpace" render view such as explained at
http://www.crystalspace3d.org/docs/online/manual/io_005fscene_005fcs-Installing.html#4.
Would it be the problem you were having?
Otherwise, is there some relevant messa
On Wed, 2014-04-23 at 20:51 -0500, John Schneiderman wrote:
> On Tuesday 22 April 2014 17:00:07 Christian Van Brussel wrote:
> > This is a known problem, Bullet introduced some API breakage in 2.81,
> > and managing this API change within CS is not easy.
>
> Does that mean
On Sat, 2014-04-19 at 12:39 -0500, John Schneiderman wrote:
> Not a problem. I'm eager to start using the library. But it seems I've
> found
> another build issue with bullet library. I've grabbed the first
> compiler error.
>
> Error from Bullet Library version 2.81
This is a
On Sun, 2014-03-16 at 16:17 -0400, Ulf the Moose wrote:
> Re: destruction model - would the amount of visible damage have to be
> created with multiple pre-made meshes or could it be generated
> dynamically/procedurally.
Maybe the pre-made approach can be implemented first, then the dynamic
approa
On Fri, Mar 14, 2014 at 9:24 AM, Shivoam Malhotra
mailto:shivoam.malho...@gmail.com>> wrote:
What exactly is meant by 'Destruction model of the car?
Also, turbo engine refers to a nitrous type effect right?
Hi Shivoam,
the idea list for the car racing project is based on the typical
Sorry but the pastebin link you provided doesn't lead to any post for
me. Could you resend your error messages, eg as an attachement of your
mail?
On Tue, 2014-03-04 at 01:05 +0530, Nilay Engineer wrote:
> Hello everyone,
>
>
> I am trying to build CS on Visual Studio 2013 Express but no
On Tue, 2014-03-04 at 14:46 +0100, Jorrit Tyberghein wrote:
> > The blender2crystal export is doing pretty good. On 3dsMax
> I'm not sure
> > what the current status is.
> >
> > Christian and Sueastside can probably tell more about
> blender2crystal
On Wed, 2014-02-26 at 13:36 -0300, Walter D'Avila Neto wrote:
>
> Wore the link http://www.crystalspace3d.org/trac/CS/wiki/SoC hacked?
If you are talking about the "Bug" scribbled upon "Crystal Space", then
it's intended. That's Frank that drawn that and we are all very
satisfied with his artist
Hi and sorry for this late answer,
if you plan to do a GSOC, then you can have a look at the GSOC idea
page:
http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas
This list has not been updated since the last GSOC, but this can give
you an idea of the last topics that were worked on. Some of the
Hi and VERY sorry for this VERY late answer,
since your question is very similar to the one posted by Kshitij, I'll
be lazy and simply cut & paste my answer:
if you plan to do a GSOC, then you can have a look at the GSOC idea
page:
http://www.crystalspace3d.org/trac/CS/wiki/SoC%20Ideas
This list
On Sun, 2014-01-19 at 05:15 +0530, ROHAN SAPRE wrote:
> Thank you for replying. I have started reading the documentation. I'll
> try to understand the code and work on the tutorials.
Hi Rohan,
one aspect that CS is needing are some better demos and tutorials.
As a newcomer to CS, you might see b
On Tue, 2013-05-07 at 20:57 +0300, Olexandr Buchkovsky wrote:
> I already make a proposal so I hope to work with you by this summer. ;-)
Sorry, I missed the fact that you already introduced your proposal.
> Should I make any demos or answer for your questions to be accepted
> for this project?
Y
I'm afraid the GSOC proposal deadline was last Friday. You're therefore
unfortunately no more eligible for the GSOC of this year.
--
Learn Graph Databases - Download FREE O'Reilly Book
"Graph Databases" is the definitive
On Thu, 2013-05-02 at 22:08 -0700, Jim Sager wrote:
> I'd need to have 3d models for anyone to want to play the game.
Isn't it possible to find some free ones on the net, at least to start
with?
Eg at http://www.blendswap.com/search?term=spaceship or
http://opengameart.org/
--
On Wed, 2013-04-17 at 12:40 -0300, Pedro Arthur wrote:
> Thanks, for the tips, I'm thinking to change from Relaxed Cone Step
Mapping to a Screen Space Anti-aliasing
> technique, it would fit with the Deferred RM since there is currently
no AA suport for Deferred RM, and yet not being so simple to i
Hi Pedro,
On Tue, 2013-04-16 at 12:13 -0300, Pedro Arthur wrote:
> I plan to start with SSAO (that I'm already familiarized), after that
DoF possibly with Bokeh, the proposed Relaxed Cone Step Mapping, and
others features if we have time.
> I'm thinking to implement the first two features as "e
On Sat, 2013-04-13 at 19:25 -0300, Pedro Arthur wrote:
> I'm thinking to start implementing a "demo browser" for easy
> viewing features, implementing single feature demos and write a small
> documentation explaining the implemented feature.
Hi,
what are the rendering techniques that you plan
Hi Vincent,
Anthony and I didn't got the time to look closely at the several problems
of cs_scene_cs we talked recently, and we won't probably be able to look
at it until at least two weeks. So feel free to commit whatever changes
you wish, and the ones you propose seems very interesting :)
On Fri, 2012-08-17 at 16:42 +0200, Vincent Knecht wrote:
> So what's the most practical way to deal with them ?
Probably the best thing that can be made would be to extend io_scene_cs
in order to manage as most modifiers as possible. This is not always
tricky although, and the array one is most pr
We have worked on tools similar to the ones of the game Portal through the
GSOCs 2011 and 2012 on physics.
To summarize, the base tools are there but there would still be quite a
lot of work to be made in order to have everything working properly.
There are at first problems within CS with portal
It has its own format. The documentation on it is here:
http://www.crystalspace3d.org/docs/online/manual/Map-Format-Reference.html
> Just a quick semi-related (and most likely painfully obvious, sorry)
> question: does Crystal Space implement it's very own specific format,
> or does it implement
>> Is there
>> (open-source) software that pretty much does what blender does, that
>> can manipulate cs data directly ?
One solution would be to implement the export from CS to the Assimp
library, this would allow to export a file from CS to any of the export
formats available in Assimp.
This ex
Along with the upcoming V2.0 release, a new exporter add-on for Blender
has been added recently to the CS repository. This becomes the official
script for exporting Blender files of the 2.6x series and above into
Crystal Space.
This script is a joined effort between the teams of Peragro Tempus and
On Tue, 2012-01-10 at 08:08 +0100, res wrote:
> Once you started to actually modify source files you probably want to
> exclude backup files as well; to accomplish that, pass ‘--exclude=*~’ on
> the command line.
I do the file selection by using the 'find' command instead. I also use
the 'H' switc
On Wed, 2011-10-19 at 22:05 -0700, Matthew Lagoe wrote:
> As long as the exporter exports the animations and morph targets
> everything should carry over just fine :)
The problem is more complex than that because we are also interested by
other data from MakeHuman such as the clothes and hairs, an
> I'm largely ignorant of the technical details, which leaves me free to
> throw out possibly stupid or insane questions, such as:
>
> Would it be possible to tag the vertices and bones to provide "hints"
> for retargeting. Something along the lines of creating a vertex group
> "knee" that would be
> Sure like you were saying everything should be done in blender then
> imported
> into ares, really what is needed is a better blender exporter not a
> makehuman importer in ares, I cant think of any task that should go direct
> from makehuman to ares, except maby the model but is it really that m
> The animation retargeting tools mentioned below, would be able to map
> the mesh, animation and skeleton when the artist makes changes?
>
> I would love to be able to "morph" the bones of the skeleton, such
> that you could make a tall man and a short man with the same skeleton
> that could use a
> you dont really want to make a full on animation
> program prolly :)
Well, actually, yes. We plan to load directly the data from MakeHuman in
order to be able to generate dynamically a huge set of characters. This
would allow a complete in-game customization of the characters.
---
> Would it be possible to pull Makehuman into CS, as you are discussing,
> and then make the animations/morphs in Blender and just export the
> animation data from Blender and apply it to Makehuman already in CS.
> That way there is no need to export all of Makehuman every time.
This depends of th
On Thu, 2011-08-11 at 01:21 +0800, Jubert Ledesma wrote:
> Problem with crystalspace . Was able to compile CrystalSpace using vc
> ++.net 2008 but when I tried to run some of the samples I keep getting
> this error msvcp90d.dll missing.
The 'd' in 'msvcp90d.dll' is for 'debug'. Have you installed
On Wed, 2011-08-10 at 12:54 -0400, Ulf the Moose wrote:
> I've heard gossip that there is/may be support for shape keys/morph
> targets (I forget the exact term). This requires defining the changes
> to the mesh in the modeling app, not in CS.
The main missing feature of animeshes are morph anima
These answers are relevant to the CS 2.0 branch, which is the advised
version to use.
* About dynamic meshes/worlds:
If you want to animate manually a mesh, you may use a genmesh and
implement a class inheriting from iGenMeshAnimationControl. This latter
interface allows you to update the topolog
On Sun, 2011-07-17 at 20:50 -0700, Matthew Lagoe wrote:
> Just wondering what else is needed to get the new CS website up and
> running, may be able to give a hand if needed.
Probably still many things to do: migrate the current CS forums, find a
solution for the two different track systems to be
On Mon, 2011-05-30 at 16:18 -0400, Brian Lee Bonfonti wrote:
> Our development at Tempest in the Aether is somewhat hindered by the
> lack of support in the ps engine for Animesh. Xordan has agreed to add
> this support when he has time, but I would like a better understanding
> of what is needed.
On Tue, 2011-05-24 at 22:58 -0400, Yuan Kang wrote:
> I see several notifications for loading plugins, and their paths. But
> it fails on crystalspace.mesh.loader.factory.sprite.cal3d, which is
> probably why the object can't get loaded. I can't see the .so file for
> that either. Where should that
On Sat, 2011-05-21 at 23:50 -0400, Yuan Kang wrote:
> Once I set the right paths, the CS tests were generally working fine,
> but when I tried walktut for CEL, I get this message:
What do you mean by having to set the right paths? For running CEL, once
you get CS compiled, you shouldn't have anyth
> I think we prefer it in plaintext actually :P
The problem is that the CS website uses MediaWiki which has its own
formatting rules, not compatible with HTML.
I've managed to reformat your text. However, I removed the images by
easiness: http://www.crystalspace3d.org/main/Main_Page
---
The projects for the Google Summer of Code 2011 at Crystal Space have
been chosen. We are happy to have got once again six slots.
Here is the list of accepted projects:
* Antony Martin: support of GLSL shaders
* Santiago Sánchez : approximating dynamic global illumination
* Alexandru-Teodor Voicu
> My plan is to make a 2.1 version in the nearer future, which would
> include the Open Asset Import Library (aka “assimp”) - only used by CS
> 2.1
Oops, sorry but finally the Assimp plugin was integrated in 2.0 in r36048
--
> The code in the source files seem to be MIT licence. Perhaps the google
> code
> page just has the wrong one set.
I guess the code is under MIT while the assets are under CC 3.0.
BTW, there is an issue with the castle map of CS, see
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=592926.
We m
The deadline for submitting the proposals is today Friday 8th at 12am!
Some students having proposed a project on the CS mailing lists have still
not submitted their project on the GSOC system. If they don't do it then
it will be impossible to accept their project.
Please submit your project ASAP
About the completeness of the current network layer in CEL: it is
already more or less complete, all main functionalities are working and
have been tested with two different propclasses (pcactormove and
pclinmove). Only some few fixes would be needed:
- the disconnection is not correct. IIRC it wo
On Thu, 2011-04-07 at 15:26 +0200, res wrote:
> Goal should be easy video playback, not a media playback framework.
That's true.
An interesting feature would however be eg to be able to select the
audio stream depending on the language of the user. So some functions
such as listing and selecting
One issue that we may run into is that we may need basic video decoding
support rather soon here at UCL, so we may need to implement some basic
support for that before the start of the GSOC project.
I would not modify your proposition because of that, but it is possible
that a part of the job woul
On Wed, 2011-04-06 at 12:20 +0100, Dan Walters wrote:
> Bringing the library into the project as a header / source only
> include and committing to the CEL repository is an option? If so, this
> should be a very easy task and make configuring compiling much easier.
> I can add this to my proposal.
> IIRC, doesn't the current networking stuff use some 3rd party dependency
> that nobody has, and thus the network code is practically not used?
>
> So, to get a network layer that is actually used, going the other way
> round may actually be better - aim for dropping the external library and
> do
> Once I have done a couple, it should be easy to roll out to others.
It may not be that easy. Some propclasses will indeed be rather
straightforward to implement once you have done a couple, but you may have
more problems with some others.
Characters motion and physical objects are examples of o
One problem I find in your current proposition is that the different steps
needed to achieve SSDO are not really detailed, so it's quite hard to
evaluate the feasability of the task. Could you try to split the job in
sub-tasks, explain a bit what would be needed concretely for each of them
at the C
> a useful explanation. I think this relates to my networking layer /
> communication layer / entity layer explanation?
The network layer in CEL contains your networking and communication
layers. Your entity layer, well, is at the same level of the entities and
propclasses of CEL (ie step 3).
>
For sure, an UDP implementation is more adapted to fast games than TCP.
But an incomplete UDP implementation is as useless as an incomplete TCP
implementation.
So, there is really no point to provide an UDP alternative to the existing
network layer, if in the end it still remains unused.
The netw
Hi,
a network layer in CEL is clearly of great interest.
But I see one main problem to your current proposition: it does not seem
to care at all about the current network layer of CEL (see
CEL/include/physicallayer/network.h). However, if I remember correctly,
the guy who wrote it spent almost a
> Would be cool if someone can do something. At least a subdomain of
> crystalspace3d.org that we can put the new website up on and start content
> transfer.
Maybe you can try a personal mail to Andres, there's more chance that he
will read it
> [16:12] To the CS guys: I have b2cs set up and seemingly working
> with CS 1.4 on ubuntu. I have exported amesh as animesh but do not know
> how
> to test if it is working. It does not show up animated in walktest like
> exporting asgenmesh does.
In 1.4, the animations of the animeshes aren't s
> My proposal focuses on implemented LPV in crystalspace. I have attached a
> draft, and would appreciate any comment, especially regarding how to
> abstract the whole technique in a way that makes it usable with other
> deferred techniques.
> Regards, Andrei
Hi Andrei,
This is clearly another in
On Thu, 2011-03-31 at 05:23 +, Santiago Sánchez wrote:
> My idea is basically implementing the technique described in the paper
> ”Approximating Dynamic Global Illumination in Image Space” which you
> can find here:
> http://www.mpi-inf.mpg.de/~ritschel/SSDO/
This is clearly an interesting tec
> I've got a much higher revision (36022), my engine.cfg doesn't look like that
> at
> all, I'm on V1.4 branch.
Deferred renderer is on 1.9 only, I don't know what exact version you
use but you'd better check trunk.
You have to comment/uncomment the following lines:
Engine.RenderManager.Defaul
> build CS and run “deferreddemo”.
Another option is to change lines 10 and 12 at
http://crystalspace3d.org/trac/CS/browser/CS/trunk/data/config-plugins/engine.cfg?rev=35484
This way you have access to more tests and demos.
---
> is the deferred renderer of CS usable for such
> a technique? If it lacks some features, would it be a good idea to
> complete it
> as part of the GSoC project? I don't actually have any experience with CS.
> Is this project relevant to CS's interests? Would an indirect lighting
> renderer
> be
> A bit off-topic, but have you thought of translating the page to
> English? You would probably reach a much larger audience that way,
> especially in the open-source world. :)
Personally, I'm happy to finally read something in my mother tongue ;)
---
> Would be nice if we could add physics based animations (dynamic
> animations) to CS/Animesh as a GSOC project. The concept has been
> around forever and used in games since the late 90's so there is
> plenty of resources on it. Here are some video's etc on what it is/how
> it works.
I was hesita
Hi,
On Fri, 2011-03-25 at 08:23 -0400, Thomas Liu wrote:
> This is my first time doing SoC, and so I'm not really too sure how
> things work. The part I'm a little unsure of is on creating a
> timeline for working on something like this. I don't know how long
> implementing something like SSAO w
Posted as a news on the CS website:
The Electrical engineering department of the Institute of Information
and Communication Technologies, Electronics and Applied Mathematics at
Université catholique de Louvain uses Crystal Space in its developments
since a couple of years. For the need of their wo
> Seems to me that the best solution would be being able to load the
> .blend or w/e into CS. Exporters suck ^.^
That's precisly what does the Assimp plugin I was talking about: you feed
it with whatever file format you want (.blend, .3ds, .obj, etc) and it's
loaded transparently into CS, without
> This is a "Crystalspace user" point of view : *import features should be
> a core part of the engine* and a top priority concern for crystalspace
This is actually a topic on which we are currently working on.
Probably, the more interesting solution is an importer based on the Open
Asset Import
> Something like this?
> http://wiki.peragro.org/index.php/Tools/B2.5CS
Yes, the blender2crystal project isn't really active at the moment, and
the link posted above is the current one solution for exporting from the
Blender 2.5x series.
This script has no support yet for animeshes however, so yo
Great work, this new visual layout looks really nice.
Some notes:
* CS has actually 3 Trac's: one for CS, one for CEL and one for the
website (although the last one has actually almost never been used).
Maybe the website trac can be dropped, but that's probably better to keep
the CS and CEL trac'
> I think the organization of the forum topics should be revised to.
> There are way to many of them for the (comparatively) small user base
> that CrystalSpace currently has. Some of them could be merged, like
> "Project Discussion", "WIP Projects" and "Finished Projects", for
> instance. Also, co
I think Drupal would be a better choice than
> Mediawiki, as it is much easier to make it feel like a "normal" site,
> and not like a slightly mis-used wiki.
There are many reasons to not try to switch to another Content Management
System, Frank has listed many of them on the mailing list during t
Hi all,
Denis Washington has kindly given us access to the data files he created
for the website mockup he proposed few months ago.
I uploaded these files on the svn:
http://crystalspace3d.org/trac/CS/browser/siteskin/branches/mockup_v2.0
There are some svg files with some test pages, and the st
Yesterday was the last official day of the Google Summer Of Code 2010.
This year GSOC was really interesting for Crystal Space. Six different
projects were funded and all of them leads to really interesting and
promising features that will be really useful in the future of Crystal
Space.
I would
> Just wondering if you (or someone else) were interested in this, I figure
> I
> could do a backend and have it done in ~1 week just need someone to CSS it
Working toward a better visual theme of the website would be terrible.
That would be great if we can take what Denis has already made and sta
> tried this code:
>
> view->Draw();
> img = csPtr (g22d->ScreenShot());
> unsigned char *buffer = (unsigned char *) img->GetImageData();
> cvNamedWindow("Optical Flow", CV_WINDOW_AUTOSIZE);
> IplImage* img=cvCreateImage(cvSize(320,280),IPL_DEPTH_8U,1);
> cvSetData(img,buffer,img->widthStep);
>
> ok got it in the buffer now how to input it in a function for example
>
> opencv::opticalFlowCalc(image(the image in the buffer));
Now you have to watch in the OpenCV library how to import images into it.
Please refer for example to
http://www.cs.iit.edu/~agam/cs512/lect-notes/opencv-intro/open
>> csRef img (csPtr (G2D->ScreenShot ()));
>>
>> This means the current frame! right?
It depends when you call it as it will return the current content of the
buffer. You may call it for example after the call to view->Draw () at the
end of csApplicationFramework::Frame().
>> if this gets me the
> Christian, could your recent animesh/skeleton changes have affected/caused
> this problem?
> Perhaps something in CEL not working right any more?
There have been some few changes before 18-7-2010, but none of them are
supposed to have modified anything to this behavior (ie mainly the
behavior o
Hi all,
I'm back from Berlin, from the workshop on "Design and Engineering of
Game-like Virtual and Multimodal Environments"
(http://research.edm.uhasselt.be/~craymaekers/deng-ve/), where the paper
on CS and CEL was presented.
The workshop was interesting, it was a good opportunity to present CS
On Fri, 2010-06-18 at 17:01 +0530, Mohit Taneja wrote:
> Infact the reflectivity of the surface is also required while
> scattering the photon, if the surface has high reflectivity, we should
> have specular reflection for most of the photons and if the surface
> has lower reflectivity, we should h
> Sounds like a good idea to me. I suppose you'll need to discuss it more
> with
> Andrew (mentor) and Leonardo (student).
It seems important to me too.
Other thoughts for the path finding GSOC:
- graph traversal algorithms such as A* are not specific only to path
finding but may be used in other
> Hello, my name is Joe Forte and I am interested in working on a deferred
> shading project for Crystal Space during GSoC 2010. I have attached my
> proposal and would greatly appreciate any comments or advise.
It seems excellent.
Could you upload it on the GSOC web page so that we can discuss it
> Hierarchical pathfinding seem to be a good solution for handling big maps.
>
> In the case of online calculation of the nav mesh, the whole map would
> have
> to be processed prior to any pathfinding, right? Since we would need the
> weights for the edges of the high level graph (which would be t
> Perhaps however, further work on the existing shader system,
> such as support for GLSL, would make a good project.
Deferred shading is also an interesting topic.
--
Download Intel® Parallel Studio Eval
Try the new
>
> How would this system work? Pathfinding for the unit would be done
> inside the loaded sector using the graph normally, and when the unit
> crossed the portal area (when chasing another unit, for example), it
> would load the next sector?
> And if we wanted to plot a path crossing a few diffe
Hi,
I'm far from being a specialist in shaders and CS's rendering, so I
won't feedback on the SSAO part of your proposal (although it seems
great ;) .
One problem I see is about the optional SSS implementation. The problem
is that it is completely different from SSAO, and maybe also much more
com
> Is iCelGraph only used in the pathfinding algorithm? If so, it should
be changed to Detour's structure (or at least be able to feed Detour
this kind of data).
Yes, I think iCelGraph is used only in path finding. I'm not sure of the
differences existing between iCelGraph and the data structure us
Having Recast & Detour (R&D) integrated in CEL is probably the one great
thing to have, and secondly a good demo/tutorial application. Steering
behaviors can probably be a GSOC project in itself, and it is better to
have a good support for path finding before working on it.
Few notes/ideas:
- the
> I think I could be a relatively low-maintenance student :)
>
> Was thinking about applying again this year. Its been hard to carry on
> working on the project this year with the beginning of my pHd but I will
> be writing my qualifying dissertation during the GSoC programming time and
> will reli
> Honestly id say making the results better is more important then making it
> faster. lighter2 is already fairly fast and really only slows down when
> you
> go REALLY insane. Shure faster is better but you only do it once. So ya...
I agree having good results is better than having bad results qu
Your proposition seems great to me. I have two notes:
- Scott Johnson is currently looking at the code of the previous GSOCs on
that topic. He may have some feedback to add.
- you are talking about multi-threading the lighting process. It seems to
me that it is better to parallelize the process on
> I would like to know what will be criteria for the interview, if you
> can.Also , it is written that we should have a knowledge of C++.So , does
> it
> mean it will be checked in interview or should I produce some code for it
> using different aspects of c++ like inheritance etc.
In French, ther
On Thu, 2010-03-11 at 00:06 +0100, res wrote:
> > What are the possibilities about
> > reading the global illumination from a HDRI file/light probes (see
> > http://www.debevec.org/Probes/)?
> Not possible right now, although interesting, at least for certain
> cases. The Debevec probes contain lig
> BTW, if you have any ideas on improvements on animesh or CS in general
> that you think would be neat, but you won't be able to spare the time
> (doesn't everyone have that kind of ideas? ;), feel free to add that to
> the "SoC ideas" page:
I added too some comments on the Preliminary/GSOC Ideas
I can also be a mentor if there are some student on the animated mesh
part or on the CEL network.
On Sun, 2010-03-07 at 15:21 +0100, res wrote:
> On 06.03.2010 17:52, Mike Gist wrote:
> > Hey,
> >
> > Just a reminder that mentoring orgs applications for GSoC open on the
> > 8th (closing on the 12
Here are some chosen examples of what other engines have in their
'features' page:
Ogre3D: http://www.ogre3d.org/about/features
- Clean, uncluttered design and full documentation of all engine classes
- Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual
formats like 1D texture
Hi all,
I wrote a draft for the 'Features' page of the website. You can find it
here: http://crystalspace3d.org/trac/homepage/wiki/Features
I tried to list all features of CS & CEL, and to arrange them by sets. I
also tried to have a small description for all features, and the
challenge is findin
> I can scribble "bug" over the new logo as well, no big deal.
Great. It would be a shame to loose such a masterpiece of minimalist art
because of some sad considerations on esthetics or visual consistency.
--
SOLARIS 1
> What's wrong with the current logo for trac?
Nothing, I would even say that I like the current one. But if there is a
new CS logo then we may probably unify all sub-logos to the same
template.
--
SOLARIS 10 is the OS
It is a really good job. The layout looks really great, it is simple and
nice, and looks very professional. I like the logos too, it's a nice
improvement of the previous one, and it is great to have unified CS, CEL
and CELStart. Having a web site with a graphical layout of this quality
is an import
On Sun 7 2010-02-07 at 16:16 +0100, Lirrec wrote:
> What about creating a wiki-page to note all suggested changes and
> outdated pages, so there's a kind of checklist we can work on?
I created a 'Whiteboard' page for the web site of CS:
http://trac.crystalspace3d.org/trac/homepage/wiki/Developer%2
> I can make music for it if you want, just let me know.
It could be great. Another great thing may be sounds for the environment +
collisions of Frankie's car.
But it is probably better to wait a bit that the demo is effectively made,
so that we can see what we mostly need.
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