Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Angus Lees
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

[Warzone-dev] Custom music...

2006-11-29 Thread Fearthecute
Mhm, i rediscovered http://www.jamendo.com/ How about search there for some good ambient music for WZ? Regards, Kamaze ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev

Re: [Warzone-dev] data storage format

2006-11-29 Thread Dennis Schridde
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" /> > >> > >> ...

Re: [Warzone-dev] data storage format

2006-11-29 Thread Dennis Schridde
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

Re: [Warzone-dev] scrap.c

2006-11-29 Thread Giel van Schijndel
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

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Per Inge Mathisen
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

Re: [Warzone-dev] data storage format

2006-11-29 Thread Christian Vest Hansen
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

Re: [Warzone-dev] data storage format

2006-11-29 Thread Giel van Schijndel
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

Re: [Warzone-dev] data storage format

2006-11-29 Thread Christian Vest Hansen
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. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/li

Re: [Warzone-dev] data storage format

2006-11-29 Thread Christian Vest Hansen
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

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread zz zz
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

Re: [Warzone-dev] data storage format

2006-11-29 Thread Giel van Schijndel
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... >

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Dennis Schridde
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

Re: [Warzone-dev] data storage format

2006-11-29 Thread Fearthecute
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: >> >