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Search: Posts Made By: Brafil
Forum: Little Script Adventure 2010-11-15, 11:12
Replies: 26
Views: 5,405
Posted By Brafil
Back but busy, ported to MinGW. Next comes...

Back but busy, ported to MinGW. Next comes undo/redo.
Forum: Little Script Adventure 2010-11-13, 21:39
Replies: 26
Views: 5,405
Posted By Brafil
Holiday on Mauritius, I couldn't manage to inform...

Holiday on Mauritius, I couldn't manage to inform you beforehand. Will be back soon, I decided I'd leave everything electronic behind, so patience.
Forum: Little Script Adventure 2010-10-27, 18:38
Replies: 26
Views: 5,405
Posted By Brafil
Dayum. I have to build it under MinGW then. I'll...

Dayum. I have to build it under MinGW then. I'll upload when I've got time today.
Forum: Little Script Adventure 2010-10-25, 23:41
Replies: 26
Views: 5,405
Posted By Brafil
Oh right, had some problems with Linux, difficult...

Oh right, had some problems with Linux, difficult to port GUI applications, I'll try ASAP. Can you use MinGW till then or give me some error messages?
Forum: Little Script Adventure 2010-10-25, 16:23
Replies: 26
Views: 5,405
Posted By Brafil
Nice to have you back, as soon as I have fixed...

Nice to have you back, as soon as I have fixed some minor bugs you'll be abe to test it. Just give me feedback on the tile editor etc. so I can improve it.

Notes:
- I haven't found any real way...
Forum: Little Script Adventure 2010-10-22, 21:31
Replies: 26
Views: 5,405
Posted By Brafil
I'm back. I have made some changes, for example...

I'm back. I have made some changes, for example tile import/export works 100% stored with everything. These should be pretty final. Mostly architectural improvements, though.

I added a move...
Forum: Little Script Adventure 2010-10-15, 14:55
Replies: 26
Views: 5,405
Posted By Brafil
Going on holiday for the weekend, still working...

Going on holiday for the weekend, still working but it's in a broken state this moment so I won't upload it.
Forum: Little Script Adventure 2010-10-10, 20:54
Replies: 26
Views: 5,405
Posted By Brafil
Well, I can try. I think I can do without, since...

Well, I can try. I think I can do without, since the projection layout is simple.

The only problem is that selection will be sort of confusing since you have 2 dimensions to move in a 3d...
Forum: Little Script Adventure 2010-10-10, 15:17
Replies: 26
Views: 5,405
Posted By Brafil
Update: Multiple grid selection works fine. The...

Update: Multiple grid selection works fine. The tile information shown is always the weighted sum of the properties, that means if one of them is solid, it displays all of them solid, though not...
Forum: Little Script Adventure 2010-10-08, 22:10
Replies: 26
Views: 5,405
Posted By Brafil
I recommitted again. You can now set grid...

I recommitted again. You can now set grid properties for each grid in a tile (collision shape, solidity and deadliness) and save and load things. I'm about to add multiple grid selection. Still, ask...
Forum: Little Script Adventure 2010-10-06, 18:42
Replies: 26
Views: 5,405
Posted By Brafil
I recommitted the libs folder. It is in the root...

I recommitted the libs folder. It is in the root directory because both the editor and the engine sharesome libraries.

And yes, I am building with Cygwin. I did this because I had some problems...
Forum: Little Script Adventure 2010-10-05, 18:32
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I don't think VBOs are that much better than dls,...

I don't think VBOs are that much better than dls, but they are quite suited for changing mesh data (poly info is on the GPU, vertex positions in memory). But you're doing HW skinning, so yeah.
...
Forum: Little Script Adventure 2010-10-03, 23:26
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Keep up the good work! Not much left and you can...

Keep up the good work! Not much left and you can challenge Yafray xD
Forum: Little Script Adventure 2010-10-03, 23:15
Replies: 26
Views: 5,405
Posted By Brafil
I successfully managed to convert everything to...

I successfully managed to convert everything to C++. Check out the new revision and give feedback please.

EDIT: Can a mod please remove the python part of the title?
Forum: Little Script Adventure 2010-10-01, 16:44
Replies: 26
Views: 5,405
Posted By Brafil
Hmm... The tile preview part is certainly very...

Hmm... The tile preview part is certainly very difficult if I'm aiming for a good user experience. It's really raw right now, you can import tiles up to 8x8x8 units in size (y-units are half as large...
Forum: Fan Creations - General 2010-09-29, 01:15
Replies: 6
Views: 2,083
Posted By Brafil
Probably Z-Buffering.

Probably Z-Buffering.
Forum: Little Script Adventure 2010-09-28, 18:36
Replies: 26
Views: 5,405
Posted By Brafil
Err... I was planning on including flexible...

Err... I was planning on including flexible grids: resizable, rotatable etc. It's just that I have to do some other things first before I try this.

I still believe that it's easier in the long...
Forum: Little Script Adventure 2010-09-28, 01:24
Replies: 26
Views: 5,405
Posted By Brafil
Oops, I forgot.

Oops, I forgot.
Forum: Little Script Adventure 2010-09-27, 23:59
Replies: 26
Views: 5,405
Posted By Brafil
I will. For now, you can create blender files...

I will. For now, you can create blender files with:

One mesh (others are ignored for now), complete with normals and UV textures. Dimensions should be 2x2x1: the bottom should touch the xz plane...
Forum: Little Script Adventure 2010-09-27, 21:55
Replies: 26
Views: 5,405
Posted By Brafil
Editor (Python programmers appreciated)

Allright, was gonna post a new thread but wasn't sure. So this is the thread of the editor for my branch.

Current features:
- Load and display tiles
- Save and Load palettes
- Next: Delete...
Forum: Little Script Adventure 2010-09-27, 20:16
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
OK, textures are enabled. Basically, the editor...

OK, textures are enabled. Basically, the editor can "import" meshes now and save a snapshot of them as .png. Next step is to display these pngs in the palette.
Forum: Little Script Adventure 2010-09-27, 00:46
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Update: using numpy, I managed to import meshes...

Update: using numpy, I managed to import meshes (+ export script for blender) and prerender them (for performance reasons). Textures aren't yet supported, coming soon tho.

Anyone wanting to...
Forum: Little Script Adventure 2010-09-26, 21:29
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Still a way to go. The editor will require so...

Still a way to go. The editor will require so far:

wxPython
PyOpenGL
Python Imaging Library

possibly numpy
Forum: Little Script Adventure 2010-09-26, 15:53
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Well, my code is far from perfect as you...

Well, my code is far from perfect as you described. I have no idea how to implement usable factories and scripting is not enabled in the moment. I was going to use display lists as well, since they...
Forum: Little Script Adventure 2010-09-26, 14:00
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
BTW, the editor will use blender to convert the...

BTW, the editor will use blender to convert the models. This is easier since Blender supports a huge amount of file formats and scripts can be run from the command line.
Forum: Little Script Adventure 2010-09-26, 13:41
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Errr... seems so xD

Errr... seems so xD
Forum: Little Script Adventure 2010-09-25, 21:32
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hmm... Is there much about editor design? I was...

Hmm... Is there much about editor design? I was thinking of something like the LBArchitect programs. Too sad it's written in delphi... Anyway, wxPython seems MUCH easier than wxWidgets.

EDIT: The...
Forum: Little Script Adventure 2010-09-25, 12:40
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hmm. Afaik wxWidgets works well with OpenGL and...

Hmm. Afaik wxWidgets works well with OpenGL and it's more complete. CEGUI is designed for in-game GUIs, what I don't need. But wxPython looks really promising.

I guess I'll build a small palette...
Forum: Little Script Adventure 2010-09-24, 20:01
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
OK, so here a few prelims of my changes: -...

OK, so here a few prelims of my changes:

- Under the hood it barely resembles the game anymore (EXPRIMENTAL)
- Few minor scripting API changes
- Less mature, probably a few more bugs
-...
Forum: Little Script Adventure 2010-09-24, 01:16
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Loads of work, loads of changes, I think I've...

Loads of work, loads of changes, I think I've rewritten 70% of it all yet. Maybe even more. Driving close to a checkout point.
Forum: Little Script Adventure 2010-09-20, 18:50
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Nah, just a tick of mine. Still don't trust...

Nah, just a tick of mine. Still don't trust people around the world on having a computer newer than 10 years =)
Forum: Little Script Adventure 2010-09-20, 11:42
Replies: 0
Views: 2,271
Posted By Brafil
Scripting

Alright guys, we should maybe discuss scripting in this thread. So far the language is lua 5.x, embedded in the source.

IMPORTANT: Scripting may do nasty things. File I/O and module loading HAS to...
Forum: Little Script Adventure 2010-09-20, 11:12
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hmm... We should have a skin shader AND a...

Hmm... We should have a skin shader AND a software shader, just in case it doesn't work for somebody. And the 50/48 issue is bad, a total of 98% of time spent in rendering o.O (I will add more actors...
Forum: Little Script Adventure 2010-09-19, 23:39
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
-.- BTW, just found out that the render and...

-.-

BTW, just found out that the render and animation routines run 58 and 40 percent of the time. The overhead I expected for the other fancy stuff is nothing compared to that.

Maybe make the...
Forum: Little Script Adventure 2010-09-19, 23:08
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I know it's stupid, but I sometimes have my...

I know it's stupid, but I sometimes have my phases where I simply can't program. The best thing for me to do is just do other things until it passes by. At this time I'm refreshed and can look at the...
Forum: Little Script Adventure 2010-09-19, 21:54
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Phew. Sorry I was absent for a while but I'm...

Phew. Sorry I was absent for a while but I'm seriously back.

As I said, I'm trying out lots of new things (process manager, event manager) in my old branch and see it fits really well together....
Forum: Little Script Adventure 2010-08-26, 19:13
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hm. I don't know. I can skip over that if you...

Hm. I don't know. I can skip over that if you want. Although I guess it will make the game more managable on a large scale.
Forum: Little Script Adventure 2010-08-24, 15:11
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hm, seems like I have some free time. I'll revise...

Hm, seems like I have some free time. I'll revise the code and check for the freezes. BTW, I think we should lower system requirements a little. Plain, static water for older computers and the...
Forum: Little Script Adventure 2010-08-19, 00:52
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
BTW, which data should be saved before running...

BTW, which data should be saved before running it? Does the freeze crash the whole computer?
Forum: Little Script Adventure 2010-08-17, 16:31
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Awesome. I can't help right now cuz I'm in the...

Awesome. I can't help right now cuz I'm in the process of moving to Scotland and don't have time.

If you can tell me more about the freezes I'd try to debug them.
Forum: Little Script Adventure 2010-08-11, 21:24
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I think he meant multiple maps in one scene, each...

I think he meant multiple maps in one scene, each of which will support an additional level.

If david could rewrite the exporter a little, we could just have multiple floors. You'd have to specify...
Forum: Little Script Adventure 2010-08-11, 19:23
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
How exactly were you planning to add another map?

How exactly were you planning to add another map?
Forum: Little Script Adventure 2010-08-11, 09:20
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Er... didn't think about the doors but yes.

Er... didn't think about the doors but yes.
Forum: Little Script Adventure 2010-08-10, 20:47
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I don't want to develop the game another way. I...

I don't want to develop the game another way. I think I agree with most of the things you want. I don't say you're doing it bad. In fact, I wouldn't have gotten so far by myself. Anyway, I can also...
Forum: Little Script Adventure 2010-08-10, 13:53
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
That's exactly what I meant. So, are the...

That's exactly what I meant.

So, are the animations ready?

I know I'm getting boring with my stupid tiled map bullsht. I think the code just looks... it does not look very clean to me. A single...
Forum: Little Script Adventure 2010-08-10, 10:53
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I was just going to say that I'm kinda free...

I was just going to say that I'm kinda free again. I was bored cuz nobody did much in the last few days.

How about a schedule? We will give the board a playable demo with certain features in a...
Forum: Little Script Adventure 2010-08-04, 22:47
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I planned on adding an action to call a function...

I planned on adding an action to call a function with some arguments, we can add this to conditions too.
Forum: Little Script Adventure 2010-08-04, 17:09
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Bah - objects should be built-in, no need for...

Bah - objects should be built-in, no need for complicated scripting APIs and since its an OS projet you can always add new objects/items. So just the basics like moving and rotating objetcs should be...
Forum: First aid 2010-07-26, 11:49
Replies: 8
Views: 12,156
Posted By Brafil
LBA2 is Odyssey, I think you are messing this up....

LBA2 is Odyssey, I think you are messing this up. BTW you can also play it without DosBOX.Maybe thats the problem.
Forum: Little Script Adventure 2010-07-26, 10:15
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
About scenery objects, will they be included in...

About scenery objects, will they be included in the map or be added seperately?

Do we need animated objects (interactive ones)? I dont think so, at least I didnt see any in LBA. We can use a very...
Forum: Little Script Adventure 2010-07-23, 11:43
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
After SSAO and parallax mapping well try out...

After SSAO and parallax mapping well try out anisotropic filtering, volumetric shadows and real-time reflections with motion blur and depth of field. AFAIK yafray can do all that but well need a...
Forum: Little Script Adventure 2010-07-21, 13:24
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
OK, no problem then.

OK, no problem then.
Forum: Little Script Adventure 2010-07-21, 13:00
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
So the engine should reverse its naming scheme?

So the engine should reverse its naming scheme?
Forum: Little Script Adventure 2010-07-21, 12:18
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
You have to rename the armature to "armature". ...

You have to rename the armature to "armature".

PS: AFAIK it should be normal_idle, aggressive_idle, not vice versa
Forum: Little Script Adventure 2010-07-21, 09:43
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Well, the basic 4 modes are next to be...

Well, the basic 4 modes are next to be implemented. Waiting for the animations and we'll refine them a little. Next comes scripting I think ad that's it. Not a big engine, we don't have to do that...
Forum: Little Script Adventure 2010-07-20, 08:56
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
OK, I'm kinda busy in the moment, I'll send you...

OK, I'm kinda busy in the moment, I'll send you some specs you could follow:


Scripting:

Important functions:
pos(x, y[, z = 0]) -- Shortcut for { x = x, y = y, z = z }
pos(obj) -- Same as...
Forum: Little Script Adventure 2010-07-19, 21:42
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
No, it's a 3d rendering system, the game itself...

No, it's a 3d rendering system, the game itself is grid-based.
Forum: Little Script Adventure 2010-07-19, 21:07
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I still think this is too much routine,...

I still think this is too much routine, especially for small houses. I proposed adding a real 3d outside system, what about that? Someone said it would be too much like LBA2, but who cares? There...
Forum: Little Script Adventure 2010-07-19, 18:50
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
As I said - we cann have full 3D, but you need to...

As I said - we cann have full 3D, but you need to create the maps. That's ok by me.
Forum: Little Script Adventure 2010-07-19, 18:44
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
The problem is not about isometric or not - it's...

The problem is not about isometric or not - it's about tiled or not.
Forum: Little Script Adventure 2010-07-19, 18:26
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
You can still model all the palettes and the...

You can still model all the palettes and the characters etc. probably the maps, too. Are you really sure you want to make all maps in MAX?
Forum: Little Script Adventure 2010-07-19, 17:45
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Wow. Got wxWidgets to work with OGL, if anyone is...

Wow. Got wxWidgets to work with OGL, if anyone is still interested in a map editor. Else the effort isn't worth it.
Forum: Little Script Adventure 2010-07-19, 11:40
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
You mean they are faster. There are however...

You mean they are faster.

There are however several problems to display lists. Display lists eat much more (double as much?) memory than VBOs. They have to store every vertex of every face,...
Forum: Little Script Adventure 2010-07-19, 08:41
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
We use display lists - yes, but they are slow...

We use display lists - yes, but they are slow anyway. If we use vertex buffers (an extension) for frequently-used tiles, we can pass the tiles to the GPU before and then render them within the GPU....
Forum: Little Script Adventure 2010-07-18, 19:51
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
May I note that I guess tile-based maps will be...

May I note that I guess tile-based maps will be faster? They can be optimized heavily in-game and greatl reduce data transfer to the GPU since most parts are reused.

I think a good rendering...
Forum: Little Script Adventure 2010-07-18, 15:56
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
This isn't a great solution. The gpu will render...

This isn't a great solution. The gpu will render the same object again and again without knowing it does this. I know, sounds like premature optimization, but I suggest eaving objects to the...
Forum: Little Script Adventure 2010-07-18, 14:21
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Look in the internet if there are some mods and...

Look in the internet if there are some mods and extract the files.

@Jasiek: If that's what you want... It's not me who will create all these maps.
Forum: Little Script Adventure 2010-07-18, 13:33
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Which files? I'm sure its not ignoring hem.

Which files? I'm sure its not ignoring hem.
Forum: Little Script Adventure 2010-07-18, 11:09
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Please don't speak about this! We won't need our...

Please don't speak about this! We won't need our game to be connected to a private server to check if it's not fake! I know that isn't what you meant, but still i hate this company.

Real-time maps...
Forum: Little Script Adventure 2010-07-17, 17:58
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
@David: Would you please look at the sources?...

@David: Would you please look at the sources? I'll upload them. glGenTextures does nothing and drawing anything on the screen won't work.
Forum: Little Script Adventure 2010-07-17, 17:19
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I don't understand. The meshes are texture-mapped...

I don't understand. The meshes are texture-mapped already. But this poses a strict limitation as which parts you can optimize, that's what I mean. Only a small amount of tiles can be optized this way.
Forum: Little Script Adventure 2010-07-17, 16:28
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
No. The uv coordinates must be 1.0f on one face...

No. The uv coordinates must be 1.0f on one face and 0.0f on the other face. The other shared vertex must have the same properties. Also the textures must be the same.
Forum: Little Script Adventure 2010-07-17, 15:21
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
That's rarely the case. one side has to be mapped...

That's rarely the case. one side has to be mapped to the whole texture and the next one, too. Their UV coordinates must fit exactly together.
Forum: Little Script Adventure 2010-07-17, 14:46
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
That's the way it should be, but it does not...

That's the way it should be, but it does not resolve the problem if the uv coordinates of the faces surrounding a vertex don't match with each other.
Forum: Little Script Adventure 2010-07-17, 14:10
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
The issue is not simply removing unneeded...

The issue is not simply removing unneeded vertices. Most vertices can't be removed because the textures or their coordinates don't match. One texture coordinate per vertex is possible and you have to...
Forum: Little Script Adventure 2010-07-17, 13:17
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Not really.. About LBA2, I am pretty sure it...

Not really..

About LBA2, I am pretty sure it only renders dynamic objects - unless the camera changes positions. The game is a 1997er and it has a superb graphical quality. Nearly everybody could...
Forum: Little Script Adventure 2010-07-17, 11:37
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I think we should design the scripting interface...

I think we should design the scripting interface while coding. This will define the whole engine.

I'm for more user-defined scripting, like all weapons are manual, with some facilities added....
Forum: Little Script Adventure 2010-07-17, 10:21
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
For me they aren't. I have recently bought an...

For me they aren't. I have recently bought an ultra-notebook for an incredible price and all games run fluently <3.

The problem is, I have never had a computer this good before and I couldn't have...
Forum: Little Script Adventure 2010-07-17, 08:56
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hmm... This is not easy. The editor has to be...

Hmm... This is not easy. The editor has to be "smart" and combine meshes using as few faces as possible, remember the texture coordinates ad recalculate the vertex normals. First come the palettes of...
Forum: Little Script Adventure 2010-07-16, 20:55
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
He's right. If we use tiled maps, showing ten...

He's right. If we use tiled maps, showing ten times the amount of tiles will only increase memory usage by a tiny amount. Maps will be pre-rendered ino one huge buffer and this buffer is copied to...
Forum: Little Script Adventure 2010-07-16, 12:31
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
I give up on latex for now. The defalt layout...

I give up on latex for now. The defalt layout looks horrible. POT is better.

PS: I abandon my branch in favor of a rewrite. We can work togethe on that, but first I'll upload some specs.
Forum: Little Script Adventure 2010-07-16, 10:43
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Because GLFW is another dependency we could...

Because GLFW is another dependency we could resolve. We will already share much code/libraries with the editor. Anyway, it doesn't really matter which one we use.
Forum: Little Script Adventure 2010-07-16, 09:54
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Posted By Brafil
You misunderstood - the only GUI in the game is...

You misunderstood - the only GUI in the game is rendered in-game, I think of the same menus as LBA had, just the Window is opened in wxWidgets instead of GLFW. It will look the same.

Anyway, Im...
Forum: Little Script Adventure 2010-07-15, 17:46
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Posted By Brafil
I don't know much about BSPs/Octrees. I doubt it...

I don't know much about BSPs/Octrees. I doubt it will help us much. Coll. det. with maps is easy, just check all surrounding tiles.

The game will first do bbox-based collision detetion in any...
Forum: Little Script Adventure 2010-07-15, 16:39
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Posted By Brafil
We'll nevertheless use bboxes to check if it is...

We'll nevertheless use bboxes to check if it is possible that the polygons even intersect. The bounding boxes wil be calculated at export time so that every pixel is either in or on the borders. They...
Forum: Little Script Adventure 2010-07-15, 15:18
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Posted By Brafil
I suggest we go first with interior maps. They...

I suggest we go first with interior maps. They can be processed easily and need only be rendered once. Believe me, if you design the palettes as good as you did the maps/characters, the game will...
Forum: Little Script Adventure 2010-07-14, 17:16
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Posted By Brafil
We can look at already existing map editors. Ill...

We can look at already existing map editors. Ill try to do this.

Physics/AI should be polygon/triangle-based, but scripting should be tile based. A 3d map will be separated into fragments like in...
Forum: Little Script Adventure 2010-07-14, 16:38
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Posted By Brafil
So are we using the two types of maps as LBA2...

So are we using the two types of maps as LBA2 did? I strongly vote for yes. Partly because we need a HUGE amount of maps and we see how long it takes to generate them in Blender, let aside that fact...
Forum: Little Script Adventure 2010-07-12, 17:05
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Posted By Brafil
Well, well my desıgn process is giong well. A few...

Well, well my desıgn process is giong well. A few highlights:

- Realtime 3d Maps with polygon collision detection for the ground and basic slope physics(LBA2)
- Grid based isometric maps like in...
Forum: Little Script Adventure 2010-07-07, 19:46
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Posted By Brafil
OK, you won. Text format. But with the lcf...

OK, you won. Text format. But with the lcf features. lcf files should be gzip-compressed .txt filse. BTW, most meshes will be loaded just once when we have implemented the system, the branch is...
Forum: Little Script Adventure 2010-07-07, 18:53
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Posted By Brafil
I have to saz that I'll be on holiday for another...

I have to saz that I'll be on holiday for another week. Meanwhile, I will try to design the whole game on paper with subparts on scripting, the hero, timers etc. Of course we should discuss it when...
Forum: Little Script Adventure 2010-07-07, 10:58
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Posted By Brafil
So the character will move forward a a constant...

So the character will move forward a a constant speed and jump in a parabola, namely -8h/l², is that what you mean?
Forum: Little Script Adventure 2010-07-06, 16:43
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Posted By Brafil
I also thought of including sound triggers. But...

I also thought of including sound triggers. But we shouldn't work on sound right now.

so far, the jump formula is:


height = H * (-J² + 4) * s(J)

H = default jumping height
J = Jump phase,...
Forum: Little Script Adventure 2010-07-06, 16:14
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Posted By Brafil
I thought of each animation having its own sound...

I thought of each animation having its own sound or none. The scale factor is unnecessary IMO because the models should be in the right size in the first place.
Forum: Little Script Adventure 2010-07-06, 15:50
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Posted By Brafil
Yes, no physics engine, we'd waste more time on...

Yes, no physics engine, we'd waste more time on the API than on the actual problem. So I will implement a parabolic curve, but up to which value? Fitting it all into -1 and 1 wil produce a different...
Forum: Little Script Adventure 2010-07-06, 15:29
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Posted By Brafil
Are you sure about that? Ok, that would be easier...

Are you sure about that? Ok, that would be easier to calculate, too.

Hmm... real physics would IMO be easier than this stuff, so what do you think? Plain old acceleration?
Forum: Little Script Adventure 2010-07-06, 14:41
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Posted By Brafil
Is there any example of it in LBA1 or 2? ...

Is there any example of it in LBA1 or 2?

The problem is: Twinsen jumps, that looks nice enough for now, just when he falls after jumping (i.e. jumped off a level) he suddenly stops moving forward...
Forum: Little Script Adventure 2010-07-06, 13:10
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Posted By Brafil
I'm refining the physics a little. Anyone knowing...

I'm refining the physics a little. Anyone knowing how LBA impleents jumping/falling? AFAIK every object falls at a constant speed, not accelerating, should we do it like that?
Forum: Little Script Adventure 2010-07-06, 11:44
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Posted By Brafil
I have imlemented materials into the exporter,...

I have imlemented materials into the exporter, but my glMaterialfv calls do nothing. I'll revise this later.
Forum: Little Script Adventure 2010-07-06, 08:01
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Posted By Brafil
That's possible. There is only one problem: The...

That's possible. There is only one problem: The binary format is slightly different when it comes to submeshes. The old one supported three fixed submeshes (matt, shiny and transparent) while the...
Forum: Little Script Adventure 2010-07-05, 19:36
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Posted By Brafil
Branches are actually very easy. I have created a...

Branches are actually very easy. I have created a new main directory named branch in which we can store all our branches. If we choose to incorporate these changes, we can use svn to merge them.
...
Forum: Little Script Adventure 2010-07-05, 18:37
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Posted By Brafil
These animations are all general-purpose anims,...

These animations are all general-purpose anims, so they will have other names such as "push", "talk" etc.
Forum: Little Script Adventure 2010-07-05, 15:15
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Posted By Brafil
A limit is easier to implement and prevents some...

A limit is easier to implement and prevents some hacker from using 234782347 character long names. BTW, you won't need that descriptive names. There won't be that long names anyway,...
Forum: Little Script Adventure 2010-07-05, 14:50
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Posted By Brafil
OK, Linux doesn't support Milkshape, so please...

OK, Linux doesn't support Milkshape, so please can one of you do this thing and just convert the twinsen model to _blender_ with full animations? Cuz they are already implemented in the engine, just...
Forum: Little Script Adventure 2010-07-05, 11:22
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Posted By Brafil
Well, the new model format works, so no debugging...

Well, the new model format works, so no debugging is needed. You just have to copy the textures to the right place. I've uploaded the revision.
My primary concern was that text files are in fact...
Forum: Little Script Adventure 2010-07-04, 20:45
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Posted By Brafil
I somehow get a black screen. I think this is due...

I somehow get a black screen. I think this is due to the SSAO thing.

EDIT: It was that you added something to enableShadowShader. Removed it and it works, but the perspective is mixed up. Enabling...
Forum: Little Script Adventure 2010-07-04, 15:57
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Posted By Brafil
Nice. Full data loss because this stupid OS...

Nice. Full data loss because this stupid OS crashed. I'll have to do everything again.

@David38: Could you please write the exporter this time? I've rewritten the the specs. Use the module...
Forum: Little Script Adventure 2010-07-04, 08:49
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Posted By Brafil
About the material part, how should we define the...

About the material part, how should we define the material? (Transparency is handled by the textures)


flt[4] ambiance
flt[4] shininess
flt[4] specular
flt[4] emmissive...
Forum: Little Script Adventure 2010-07-03, 16:46
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Posted By Brafil
OK, I will try but I need you for testing then....

OK, I will try but I need you for testing then. It will take a few tests or more depending on the language. Can you post a link to a 3ds max scripting reference here?
Forum: Little Script Adventure 2010-07-02, 18:56
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Posted By Brafil
Im not sure. I never used 3ds max but it should...

Im not sure. I never used 3ds max but it should be possible, although I'd recommend asking someone else. Maybe david knows something.
Forum: Little Script Adventure 2010-07-02, 16:03
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Posted By Brafil
Thats great. FYI, the exporter will export...

Thats great.

FYI, the exporter will export all blend files if following conditions are met:

1. The object to be exported must be named 'object'
2. The armature to be applied must be named...
Forum: Little Script Adventure 2010-07-01, 19:10
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Posted By Brafil
Im back and will be working on the new format. It...

Im back and will be working on the new format. It has to be changed a little and will allow any material + texture combination. For the exporter I need to know if multiple materials can be applied...
Forum: Little Script Adventure 2010-06-24, 18:28
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Posted By Brafil
Not zlib, that would be an overkill. More like...

Not zlib, that would be an overkill. More like HQR. IF we need it.
Forum: Little Script Adventure 2010-06-24, 15:56
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Posted By Brafil
I have added a specs for a custom 3d file format...

I have added a specs for a custom 3d file format used for characters. It is entirely binary, which makes it far faster and it supports everything we want out of the box without the need for our own...
Forum: Little Script Adventure 2010-06-24, 14:55
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Posted By Brafil
I opened the .SMD files (BTW, no idle anims),...

I opened the .SMD files (BTW, no idle anims), added the first 2 mode animations (16 in total), exported, ran the script, but... It only results in 1 animation with a few hundreds of frames, all of...
Forum: Little Script Adventure 2010-06-24, 13:20
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Posted By Brafil
For one single animation, you could specify the...

For one single animation, you could specify the frame ranges for them at the end of the file:

#animation
0 60
61 120
121 300
301 321

etc, I could try to implement this.
Forum: Little Script Adventure 2010-06-24, 13:06
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Posted By Brafil
You can't see them unless you do something. When...

You can't see them unless you do something. When we added the animations, you will see it instantly. By now the only type to distinguish is by pressing space or by moving around.

EDIT: Can you...
Forum: Little Script Adventure 2010-06-24, 12:47
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Posted By Brafil
Make sure you try out the newest version without...

Make sure you try out the newest version without animations but with modes!

@Coders:
Idea: 1. Uniform file handling (not C/C++ mixed!)
2. Add virtual files

The virtual files can...
Forum: Little Script Adventure 2010-06-24, 12:34
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Posted By Brafil
The makefile is not linking against the Xwindow...

The makefile is not linking against the Xwindow and posix thread libraries which should actually be iincluded in libGLFW.

make "CXXFLAGS=-O2 -I/usr/include/freetype2 -pthread" "LDFLAGS=-s -lXrandr...
Forum: Little Script Adventure 2010-06-24, 12:04
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Posted By Brafil
Maybe try this: make "CXXFLAGS=-O2...

Maybe try this:

make "CXXFLAGS=-O2 -I/usr/include/freetype2"

EDIT: I added a real mode system (F1-F4)! The hero can walk at different speeds and act, jump or hide. Kicking is to be done later....
Forum: Little Script Adventure 2010-06-24, 11:37
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Posted By Brafil
You need freetype2.

You need freetype2.
Forum: Little Script Adventure 2010-06-24, 11:00
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Posted By Brafil
The output is only for debugging and can be...

The output is only for debugging and can be removed I think.
The error was with the script, seems like it was the new script and an old interface, it should work now.

On linux it should work, at...
Forum: Little Script Adventure 2010-06-23, 21:04
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Posted By Brafil
Exactly. I think we will have to hard-code a few...

Exactly. I think we will have to hard-code a few possibilities, f.e. sword/fist fighter, gun, laser with splash etc.
Forum: Little Script Adventure 2010-06-23, 20:23
Replies: 3,943
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Posted By Brafil
OK, you win. But then no "static" text or...

OK, you win. But then no "static" text or whatever?

I think a simple "TEXTBOX" class should be enough. It contains a text buffer and positional info etc.

We can have two instances: bigTextBox...
Forum: Little Script Adventure 2010-06-23, 19:20
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Posted By Brafil
A check for an empty text box is trivial, yes....

A check for an empty text box is trivial, yes. But if the function would immediately return in that case, this would not be much of an overkill. The function should also check for an empty buffer...
Forum: Little Script Adventure 2010-06-23, 18:57
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Posted By Brafil
OK, it actually doesn't matter that much. My...

OK, it actually doesn't matter that much.

My proposal is to add a single routine, "renderText" that will be called each frame, "setText" which takes a string and stores it and "textBoxEmpty" which...
Forum: Little Script Adventure 2010-06-23, 17:54
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Posted By Brafil
We could of course try to load bitmap fonts....

We could of course try to load bitmap fonts. That's actually what the original games do (sort of). I don't think there is need for true freetype fonts...

Scene changes will be implemented. But I...
Forum: Little Script Adventure 2010-06-23, 14:04
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Posted By Brafil
Not exactly, I will familiarize myself with them...

Not exactly, I will familiarize myself with them a little more before I can say any more. But I think we should rather focus on the GL itself and let external libraries do the low-level stuff for us....
Forum: Little Script Adventure 2010-06-23, 13:53
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Posted By Brafil
Creating a Lua interface for that is easy. I...

Creating a Lua interface for that is easy. I think we should first work on the font.
About the timers, I fixed the issue by using the native time facilities instead of GLFW.

Yes, freetype. Sadly,...
Forum: Little Script Adventure 2010-06-22, 20:07
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Posted By Brafil
Hmm... Splitting up character files would be...

Hmm... Splitting up character files would be tiresome and there is no real need for it.

I suggest we do everything in one file. We could just add that at the end of a file.

BTW, I think numbers...
Forum: Little Script Adventure 2010-06-22, 11:14
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Posted By Brafil
The light looked at (0, 0, 0). In the old...

The light looked at (0, 0, 0). In the old versions, that was specified by l_light. I forgot to initialize this variable when adding new lights. Now the light looks at the center of the map and can...
Forum: Little Script Adventure 2010-06-22, 10:57
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Posted By Brafil
It works now! The lookat position of the light...

It works now! The lookat position of the light was wrong!
I hate it when such bugs occur because of bloody simple things.

EDIT: I created the Makefile so that not everybody needs codeblocks to...
Forum: Little Script Adventure 2010-06-22, 08:36
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Posted By Brafil
@Horadrim: That is because the characters don't...

@Horadrim: That is because the characters don't have bounding boxes and the game just makes sure the characters positions can't pass through walls. Implementing that wouldn't be too hard, either but...
Forum: Little Script Adventure 2010-06-21, 16:27
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Posted By Brafil
Finally! There is a line on the map where...

Finally!

There is a line on the map where the shadows break:
http://img697.imageshack.us/img697/3470/screenshotyt.png
Forum: Little Script Adventure 2010-06-21, 11:27
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Posted By Brafil
We could as well try to load models from...

We could as well try to load models from standard, binary formats. They are easier to generate, (I think) more flexible and faster to read. The only problem is the implementation.

Of course we...
Forum: Little Script Adventure 2010-06-21, 10:18
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Posted By Brafil
I proudly announce that I got the project to work...

I proudly announce that I got the project to work on Linux as well. Even the shadows are fine (if you have the right driver, of course). Previously the shadows didn't work there either. Maybe someone...
Forum: Little Script Adventure 2010-06-21, 09:03
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Posted By Brafil
@David: If I have to, I'll try. But I will first...

@David: If I have to, I'll try. But I will first just copy the routine.

BTW, I have incorporated glew into the source, so that won't be a problem. I chose GLEW b/c GLEE didn't work for me, if you...
Forum: Little Script Adventure 2010-06-20, 15:21
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Posted By Brafil
Update: Lua scripting has improved a lot. I...

Update:

Lua scripting has improved a lot. I have created an action/condition/trigger mechanism which supports:

- idle actions: f.e. walk around
- actions: do this
- triggers: do this if this...
Forum: Little Script Adventure 2010-06-20, 13:15
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Posted By Brafil
Looks awesome. I uploaded a new version. It...

Looks awesome.

I uploaded a new version. It has improved scripting support and shadows can be disabled by setting a flag (shadows_on to false in light.cpp). Can anyone try it out without these?
...
Forum: Little Script Adventure 2010-06-19, 21:18
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Posted By Brafil
Can someone please post a Hi-Res Screenshot of...

Can someone please post a Hi-Res Screenshot of that?
Forum: Little Script Adventure 2010-06-19, 18:46
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Posted By Brafil
I did it just for the screenshot - it looked...

I did it just for the screenshot - it looked better. The original source never changed.
I too wonder why it doesn't work anymore on your computer. Can you revise the graphx routine to see if...
Forum: Little Script Adventure 2010-06-19, 17:31
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Posted By Brafil
I thought about something very important. AFAIK...

I thought about something very important. AFAIK this is a game engine for LBA games, right? So, why don't we just use old LBA resources and load LBA maps build with LBArchitect?

That would be...
Forum: Little Script Adventure 2010-06-19, 15:20
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Posted By Brafil
Great! Are they in the models? Which anim IDs do...

Great! Are they in the models? Which anim IDs do they have?

Falling shouldn't be that hard. I hope the animations can be pipelined:

[jump_start jump_air] fall land

I didn't find the...
Forum: Little Script Adventure 2010-06-19, 15:13
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Posted By Brafil
@Horadrim: Maybe you could create a symmetric...

@Horadrim: Maybe you could create a symmetric animation for turning? One that can also be played backward with the same effect but opposite direction. Alternatively we could have one for each...
Forum: Little Script Adventure 2010-06-19, 13:36
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Posted By Brafil
Hm. Do you have an idea why this is so? I have...

Hm. Do you have an idea why this is so? I have carefully revisited the changes to the drawing routines, it's unlikely that the problem is there.

I will reboot into Linux and try to compile it...
Forum: Little Script Adventure 2010-06-19, 13:30
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Posted By Brafil
Me too, but for me it works fine. Except for the...

Me too, but for me it works fine. Except for the shadow thing. Can you try the newest revision and see if it works?
Forum: Little Script Adventure 2010-06-19, 12:57
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Posted By Brafil
Shoot. Which platform do you use?

Shoot. Which platform do you use?
Forum: Little Script Adventure 2010-06-19, 12:18
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Posted By Brafil
I'm recommitting now. Everything is mostly packed...

I'm recommitting now. Everything is mostly packed into a class as this will make scene reloading far easier. p_light and so on had been previously packed into a class, too, it should work.

You can...
Forum: Little Script Adventure 2010-06-19, 10:44
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Posted By Brafil
Hmm, I'm not an expert in graphics programming, I...

Hmm, I'm not an expert in graphics programming, I know about AO but not about the SS part.

You can walk (shift) and run if you want. Changing the character speed is a matter of two lines. I...
Forum: Little Script Adventure 2010-06-18, 16:33
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Posted By Brafil
Jumping works at least basically, I haven't...

Jumping works at least basically, I haven't tested it thoroughly. Still needs an animation, through.

Jasiek reported a problem with the shadows in the upper corner, maybe someone could look at...
Forum: Little Script Adventure 2010-06-18, 15:13
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Posted By Brafil
?? Anyway, just hacked the beginning z...

?? Anyway, just hacked the beginning z coordinates, it works fine. Currently modularising the camera and lighting.

EDIT: I'm in there now
Forum: Little Script Adventure 2010-06-18, 13:48
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Posted By Brafil
Wow. The particle demo looks cool. But we...

Wow. The particle demo looks cool. But we shouldn't add 3000+ vertices per fountain xD We should keep in mind that older computers will still run this game and extend the options menu.

Gravity for...
Forum: Little Script Adventure 2010-06-18, 13:27
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Posted By Brafil
OK, so the MODEL_MODEL and bot files can be...

OK, so the MODEL_MODEL and bot files can be removed? I'm committing right now, will do that in the next revision.

The conflicts are resolved now. We should maybe work on different files at once...
Forum: Little Script Adventure 2010-06-18, 13:04
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Posted By Brafil
There we have some little conflicts, but I'll...

There we have some little conflicts, but I'll resolve them. It seems like you are using bot.cpp and MODEL_MODEL.cpp instead of lua and model.cpp. Should they remain as they are or are they redundant?...
Forum: Little Script Adventure 2010-06-18, 12:21
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Posted By Brafil
OK, sorry I was in huge hurry yesterday, didn't...

OK, sorry I was in huge hurry yesterday, didn't save the project.
model_new was supposed to be ignored for now and yes, it crashes. Sadly.
Was the grobo transparent?

I'll revise my changes now....
Forum: Little Script Adventure 2010-06-17, 21:36
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Posted By Brafil
I can do this if you want. I've submitted a new...

I can do this if you want. I've submitted a new patch which includes the old one (since I don't have write access to the repo and can't save old changes).

The patch file is fairly long and...
Forum: Little Script Adventure 2010-06-17, 18:31
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Posted By Brafil
I also use tortoise. Didn't know it had that...

I also use tortoise. Didn't know it had that feature.

Indentation is really not very good but I'll fix that now.

I am now splitting up everything (also the rendering routine). Maybe you could...
Forum: Little Script Adventure 2010-06-17, 18:08
Replies: 3,943
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Views: 440,390
Posted By Brafil
You have to use the program named "patch":...

You have to use the program named "patch": (Linux/Cygwin)

patch -p0 -i patch.txt

I'd recommend reading through the changes first. If you want, I can directly commit through SVN, too (account...
Forum: Little Script Adventure 2010-06-17, 17:22
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Windows/Cygwin and MinGW, so far compiled with (I...

Windows/Cygwin and MinGW, so far compiled with (I think) Cygwin. It was just one issue.

I uploaded a patch which does not introduce any new features but organizes the code a little. Maybe you'd...
Forum: Little Script Adventure 2010-06-17, 16:32
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Well, the code looks abit messy to me, some...

Well, the code looks abit messy to me, some whitespace issues, I try to fix them. It compiled fine on my platform except that M_PI wasn't defined so I added a fallback define. I'll upload a patch...
Forum: Little Script Adventure 2010-06-17, 15:37
Replies: 3,943
Sticky: Main Discussion
Views: 440,390
Posted By Brafil
Hi there! Your project looks awesome. I saw...

Hi there!

Your project looks awesome. I saw it a long time ago and forgot about it but now I remembered how great it looked.

I'd be very interested in contributing as a coder. I'm a hobbyist...
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