On 11/29/06, zz zz <[EMAIL PROTECTED]> wrote:
>Again just curious: When I thought about an own engine (a long while ago)
I
>had the idea to use "hitbubbles" instead of hitboxes, so I don't need to
>check whether something is between all sides of the box, but only need to
>compare the distance to
Mhm, i rediscovered http://www.jamendo.com/
How about search there for some good ambient music for WZ?
Regards, Kamaze
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Am Mittwoch, 29. November 2006 11:42 schrieb Giel van Schijndel:
> Fearthecute schreef:
> > Per Inge Mathisen schrieb:
> >> On 11/28/06, Fearthecute <[EMAIL PROTECTED]> wrote:
> >>>
> >>> >>> />
> >>> >>> x="4" y="1" textureID="19" textureAlign="2" height="129" />
> >>
> >> ...
Am Mittwoch, 29. November 2006 14:58 schrieb Giel van Schijndel:
> Christian Vest Hansen schreef:
> > I doubt that the size of the XML files is any issue. I think you'll
> > find that once stored in the zip-compressed .wz format, the XML files
> > will be reduced to half-size or less.
>
> Size will
Dennis Schridde schreef:
> Am Sonntag, 26. November 2006 23:33 schrieb Giel van Schijndel:
>
>> Dennis Schridde schreef:
>>
>>> Am Sonntag, 26. November 2006 18:43 schrieb Giel van Schijndel:
>>>
Dennis Schridde schreef:
>> The changes to trunk/lib/widget/scrap
On 11/29/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
What I just thought of (totally off topic): Does perhaps GL offer some way of
doing vector math like this? (Add 2 vectors and calculate it's length.)
No, but you can abuse shaders to do it, if you are really desperate
for more speed ;-) Th
2006/11/29, Giel van Schijndel <[EMAIL PROTECTED]>:
The only comment I've got on your XML-file is the inconsistency in
notation of . Both ZNULLREPAIR and LightRepair1 are of
level ALL, for the first you simply write it down as ALL, for the last
you use the number -1. I'd use numbers for all of th
Christian Vest Hansen schreef:
> If we decide on XML, at least do it right ;)
>
> I've attached a version of repair.xml that have been refactored to the
> way *I* think it should be structured. What's not visible is the link
> to the XSD Schema that defines the structure of this particular XML
> fo
PS.
I doubt that the size of the XML files is any issue. I think you'll
find that once stored in the zip-compressed .wz format, the XML files
will be reduced to half-size or less.
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If we decide on XML, at least do it right ;)
I've attached a version of repair.xml that have been refactored to the
way *I* think it should be structured. What's not visible is the link
to the XSD Schema that defines the structure of this particular XML
format: the tree-structure, including the v
So you use the real size of the turrets to calculate the hitbox?
not real size but to append the 'height' of a turret imd to the z hitbox
radius of a ground non-cyborg droid
It would be something like
sqrt( (x1-x2)^2 + (y1-y2)^2 + (z1-z2)^2 ) < radius
So yes, you are probably right. With all t
Fearthecute schreef:
> Per Inge Mathisen schrieb:
>
>> On 11/28/06, Fearthecute <[EMAIL PROTECTED]> wrote:
>>
>>>
>>>
>>>
>>>
>>>
>>>
>> ...
>>
>>> This produces MUCH overhead and will increase the filesize by n^4 or
>>> whatever...
>
Am Mittwoch, 29. November 2006 07:25 schrieb zz zz:
> >This is not really your definition of "square" is it? ;)
> >+radSquared = psStats->radius * psStats->radius *
> >psStats->radius;
>
> that is radCuded,to save a temporary variable in that function,I used the
> same variable name fo
Binary isn't bad.
Why not create a ASCII (or even xml... ... ... "...") for uncompiled
maps. Which can be edited.
And then create a small compiler which can compile this maps to a binary
format?
Regards, Kamaze
Per Inge Mathisen schrieb:
> On 11/28/06, Fearthecute <[EMAIL PROTECTED]> wrote:
>>
>
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