Search found 35 matches

by silvan
Tue Nov 06, 2007 8:09 am
Forum: Developers' Journals
Topic: network engine
Replies: 80
Views: 67669

To implement such a thread safe queue you should really use locks and condition variables provided by a threading library like boost or the OS directly if you want to do it the hard way ( portability!), otherwise it is almost impossible to do the checking and locking of the critical section in an at...
by silvan
Thu Nov 01, 2007 7:19 pm
Forum: Developers' Journals
Topic: network engine
Replies: 80
Views: 67669

I would definitely use several threads. The main reason is that Data exchange between parallel processes generates more overhead and is harder to implement (IPC). I don't have any experience with multi processing but I imagine that it is more difficult to implement a cross platform multi process app...
by silvan
Tue Sep 25, 2007 5:42 pm
Forum: Framework Development
Topic: Ogre on Windows
Replies: 55
Views: 50268

I don't see why you have to do a "make install" ? I'm not sure whether it is reasonable to compile the engine with the game, but you could install it locally the first time you compile orxonox. (Similar to lua in the current setup)
That way you could be sure that you always have the right version.
by silvan
Mon Sep 24, 2007 5:58 am
Forum: News & Announcements
Topic: Thinktank Meeting III
Replies: 43
Views: 38341

Two questions:
1. Where is "hofzge's place" ?
2. What kind of pasta should I bring ?
by silvan
Thu Sep 20, 2007 4:22 pm
Forum: News & Announcements
Topic: Thinktank Meeting III
Replies: 43
Views: 38341

The 24th is fine with me, too.

See you there!
by silvan
Thu Aug 02, 2007 11:50 am
Forum: General Discussion
Topic: Money For Orxonox Server
Replies: 41
Views: 37285

50 .-
100 .- left
by silvan
Wed Jul 25, 2007 2:39 pm
Forum: Off Topic
Topic: Crysis
Replies: 3
Views: 11147

Crysis looks very promising !

@Nowic: I don't think it will run on linux because it uses directx9 or 10.
http://crysis.4thdimension.info/wiki/in ... orderungen
by silvan
Thu Jun 28, 2007 11:35 am
Forum: Feature Requests
Topic: Orxonox End-of-Semester Review
Replies: 11
Views: 15550

Re: Orxonox End-of-Semester Review

1. What should be a strategic long term goal of Orxonox. To become a fun game with an interesting story that keeps the player going. I think we should stick to the FPS / VS paradigm as it attracts both FPS and VS gamers. I never would have thought I'd say this, but the vertical scroller as it is no...
by silvan
Wed Jun 20, 2007 12:21 pm
Forum: Bug Reports
Topic: [fixed] Aiming bug
Replies: 5
Views: 13246

it is now fixed by restricting the area in which the cross-hair can move.
by silvan
Wed Jun 20, 2007 7:10 am
Forum: Bug Reports
Topic: [fixed] VS level wrecks transparency
Replies: 3
Views: 12175

I can confirm that. Beni knows about the solid HUD and said that it was easy to fix. The second thing is more annoying as I have no idea where it could come from. The explosion you see at the end is implemented exactly the same as the explosion at the end of the intro sequence on the moon. So there ...
by silvan
Wed Jun 20, 2007 7:04 am
Forum: Bug Reports
Topic: [fixed] Aiming bug
Replies: 5
Views: 13246

Sometimes it works and i see the crosshair. If that's th case i can aim with the crosshair and everything is fine. But most of the time the cross-hair is somewhere outside the screen.When I move th mouse, I can tell that it is moving because the direction of the shots change but I can't manage to mo...
by silvan
Tue Jun 19, 2007 4:04 pm
Forum: Bug Reports
Topic: [fixed] Camera position bug
Replies: 0
Views: 22024

[fixed] Camera position bug

When switching to the "1" viewmode the positions of all the other cameras in the level get somehow reset. (to x: -6.640292; y: 3.334079; z: -0.004783 lenght: 7.430315 ) EDIT: (solved:) All the cameras were subscribed to the PEV_VIEW0 event. When you pressed "1" all cameras were set to the relative c...
by silvan
Tue Jun 19, 2007 3:48 pm
Forum: Bug Reports
Topic: [fixed] Aiming bug
Replies: 5
Views: 13246

[fixed] Aiming bug

No matter what I do the spaceship always shoots in the lower right corner. I work on the most recent presentation branch on a tardis machine.
by silvan
Sat Jun 09, 2007 11:50 am
Forum: Bug Reports
Topic: [Solved] "only one flySpectator allowed"
Replies: 8
Views: 4342

Spectator::~Spectator () { this->setPlayer(NULL); if ( this == ghost ) ghost = NULL; } Does this solve the problem? Could someone commit this? I can't! Sending src/world_entities/spectator.cc svn: Commit failed (details follow): svn: CHECKOUT of '/orxonox/!svn/ver/10618/trunk/src/world_entities/spe...
by silvan
Tue May 15, 2007 1:33 pm
Forum: Bug Reports
Topic: [fixed] lua error
Replies: 2
Views: 2555

A "svn up" in the data should fix this.