Search found 20 matches

by Dorian
Fri Feb 29, 2008 10:00 pm
Forum: SVN, Wiki, Forum
Topic: Trac Statistics Extension
Replies: 8
Views: 17593

Trac Statistics Extension

Hi I just installed a trac statistics extension for my own game project development and thought that might perhaps be something for the orxonox trac. It produces some really nice animated graphs about commits, wiki and ticket activity... Have a look at http://trac-hacks.org/wiki/StractisticsPlugin C...
by Dorian
Sun Jan 20, 2008 1:07 pm
Forum: Feature Requests
Topic: Orxonox Game Server
Replies: 15
Views: 28462

hetzner root servers are quite good, i rent myself two of the ds3000 and had a good experience with them, a ds 3000 costs only 49 euros a mont, for us in switzerland it's even cheaper, 41 euro because of EU's high VAT, which doesn't count for swiss people ;) and with hetzner, you have really free ch...
by Dorian
Tue Jan 15, 2008 11:12 am
Forum: Developers' Journals
Topic: Boost libraries
Replies: 2
Views: 14847

by Dorian
Fri Dec 14, 2007 9:58 pm
Forum: Developers' Journals
Topic: Spaceship Steering
Replies: 16
Views: 33951

It depends on what you set the cam corrdinates in the level file (sample.oxw). Perhaps one should change this so that the steering checks for the right settings itself...
by Dorian
Thu Dec 13, 2007 9:26 am
Forum: Coding
Topic: Loading screen
Replies: 3
Views: 17607

Loading screen

Is there a way (in ogre, or with another lib) to fill out the window with an image? I wanna make a loading screen that is displayed as long as my level loader parses the level file. How is it done in old orxonox? What also would be cool is a progress bar, for that i need to place a smaller image ins...
by Dorian
Wed Dec 12, 2007 10:40 pm
Forum: Developers' Journals
Topic: [XML-Loader] Parser, Definitions
Replies: 6
Views: 19032

Completely rewrote the loader today. It now works together with fabian's factories. At current state, there are now objects which parse an ambient light or a skybox tag in the level file. Every xml node in the level file between the <world></world> tags creates a factory and handles over the current...
by Dorian
Thu Dec 06, 2007 12:03 am
Forum: Developers' Journals
Topic: [Audio] OpenAL & FreeAlut
Replies: 7
Views: 19574

So, now got the background sound working in Orxonox during this wednesday's 11 hour programmers session ;) There is now a playlist for background sounds. Next step is to link this together with the level loader so that one can define a set of background sounds in the xml file and I'll have to do som...
by Dorian
Tue Dec 04, 2007 4:13 pm
Forum: Developers' Journals
Topic: [Audio] OpenAL & FreeAlut
Replies: 7
Views: 19574

Don't know... have only stereo headphones and no surround system at my flat... Will see if I can test it with matias' surround headphones.
by Dorian
Tue Dec 04, 2007 3:12 pm
Forum: Developers' Journals
Topic: [Audio] OpenAL & FreeAlut
Replies: 7
Views: 19574

OpenAL and FreeAlut compile & link now correctly with system libs found by cmake. One should set the include dir in cmake to the root include dir and not to .../include/AL, as it is done in the example findopenal.cmake. I changed this so that it works correctly cause it is a convention that one uses...
by Dorian
Thu Nov 29, 2007 1:03 pm
Forum: Developers' Journals
Topic: [Audio] OpenAL & FreeAlut
Replies: 7
Views: 19574

[Audio] OpenAL & FreeAlut

I've started to do some work on the audio branch, tryed out OpenAL with FreeAlut and now doing some tutorials and trying to impelment some background sounds in orxonos. I've made a little Wiki page on OpenAL: http://www.orxonox.net/wiki/OpenAL and am now trying to implement classes for handling all ...
by Dorian
Wed Nov 14, 2007 1:33 pm
Forum: Developers' Journals
Topic: [XML-Loader] Parser, Definitions
Replies: 6
Views: 19032

I added an easy to use String to Number converter to my branch. It is located in src/misc, if anyone wants to copy and use it for his work: #include <string> #include <iostream> #include "misc/String2Number.h" float f; std::string s = " 123.45 "; String2Number<float>(f, s); std::cout << f << std::en...
by Dorian
Tue Nov 06, 2007 7:42 pm
Forum: News & Announcements
Topic: Convention 7 or so
Replies: 39
Views: 58823

Google Maps does afaik need no plugins, it's just some ajax stuff....did you try opening in firefox? and about the mailing list thing: Did you confirm your mailing list subscription after registering? You should have gotten a mail with a link in it, to which you can just reply; then you should immed...
by Dorian
Mon Nov 05, 2007 1:24 pm
Forum: Coding
Topic: Materials & Resources: How to load
Replies: 0
Views: 33058

Materials & Resources: How to load

Hi I just wanted to test my loader to load some materials when creating the scene in main orxonox, e.g. the stuff we used in the tutorial: skybox, ogre head etc; but wasn't able to do that because I've no clue how it is organized. I saw in the tutorial folder that there was a media/materials/scripts...
by Dorian
Fri Oct 19, 2007 10:32 pm
Forum: General Development
Topic: Codenames and version numbers
Replies: 50
Views: 64165

And these names are so boringly well known... ;) Some uncommon names would do better in my opinion.
by Dorian
Thu Oct 18, 2007 9:56 pm
Forum: General Development
Topic: Codenames and version numbers
Replies: 50
Views: 64165

What about names that have something to to with the game's topic? eg. galaxies, stars, or some names from sci-fi series....
Star names sound often exotic, here's a list of common names; perhaps we can combine something toghether so that it reflects this "ubuntu-naming-style"...