OMG, another bug in Orxonox
Looks great, I like it
Search found 716 matches
- Wed Dec 13, 2006 10:13 pm
- Forum: Developers' Journals
- Topic: Pirates Main Spaceship
- Replies: 13
- Views: 14335
- Wed Dec 13, 2006 10:10 pm
- Forum: Bug Reports
- Topic: [Solved] BSP Model Bug - Texture disappears
- Replies: 6
- Views: 5257
- Mon Dec 11, 2006 8:10 pm
- Forum: Framework Development
- Topic: Hardware
- Replies: 7
- Views: 19480
scaled with a factor 1: for high, 1/2 for medium, 1/4 for low. Ow, no scaling please... several textures are properly aligned. Scaling would wreck the whole look of numerous models and maps. What about something like mipmaps (the engine loads 1/4 of the pixels - each second row/column - and interpo...
- Sat Dec 09, 2006 11:23 pm
- Forum: Gameplay
- Topic: !POLL!: Interface/Camera Perspective
- Replies: 15
- Views: 32018
My main problem with interface b is that it really looks like one of those 20 year old shoot'em ups yes, that's true. one possibility would be, that we display a broad area, put semitransparent interfaces on both borders and restrict the player to the area between the interfaces. thus we have the w...
- Sat Dec 09, 2006 11:18 pm
- Forum: Gameplay
- Topic: !POLL!: Interface/Camera Perspective
- Replies: 15
- Views: 32018
Actually I don't see why interface a should prevent anyone from seeing the enemy early. it's all relative ;) if whe have a smaller area, the height is - relatively - higher than with a broad area. broad area: | . . . . | | . . . . | => 12 game elements on the screen | . . . . | small area: |::::| |...
- Sat Dec 09, 2006 7:05 pm
- Forum: Content Creation
- Topic: Inspiration Sources
- Replies: 4
- Views: 17946
- Sat Dec 09, 2006 5:46 pm
- Forum: Gameplay
- Topic: !POLL!: Interface/Camera Perspective
- Replies: 15
- Views: 32018
well, there are two things i have to say: 1) the strange perspective can be avoided by increasing the distance between ship and camera (zooming out) and decreasing the fov (field of view, the viewing angle) to something < 90 degree. the effect is like viewing trough a spy-glass: you are far away, bu...
- Sat Dec 09, 2006 2:19 pm
- Forum: Developers' Journals
- Topic: Space Station Interior
- Replies: 26
- Views: 20550
One more idea: Photo Communities like Flickr have pictures which can be used as textures. And all of them have clear licenses. Some of them even CC-by-sa or PD. http://flickr.com/photos/tags/texture (65,888 photos) thx, maybe I can use some photos... i'll have a look on them. the textures are not y...
- Sat Dec 09, 2006 12:47 am
- Forum: Developers' Journals
- Topic: Space Station Interior
- Replies: 26
- Views: 20550
i've wrote a tutorial on how to build a map for orxnox. it explains how to install and configure gtk-radiant and how to implement a map in orxonox. it's NOT a mapping tutorial, there are lots of them in the web. i attached a file, containing the 'common textures' for gtk-radiant. as the whole licens...
- Fri Dec 08, 2006 6:45 pm
- Forum: Bug Reports
- Topic: [Solved] Deadlink on orxonox.net
- Replies: 2
- Views: 2969
[Solved] Deadlink on orxonox.net
Well, one more bug:
http://www.orxonox.net/?category=content&site=index
if you click on "wiki", you get an error, because one "/" is missing
No screenshots this time
(nowic said I should post this - blame him!)
http://www.orxonox.net/?category=content&site=index
if you click on "wiki", you get an error, because one "/" is missing
No screenshots this time
(nowic said I should post this - blame him!)
- Fri Dec 08, 2006 6:39 pm
- Forum: Bug Reports
- Topic: [Solved] Collision detection affects viewing angle
- Replies: 3
- Views: 3229
[Solved] Collision detection affects viewing angle
In high-poly .bsp models, the view is affected by the collision engine, which results in very heavy jerking. This is strange, because the collision should only affect the position of the player and not his viewing angle. Ii don't know whether we get a new collision engine (claudio?) or not, but if w...
- Fri Dec 08, 2006 6:28 pm
- Forum: Bug Reports
- Topic: [Solved] Transparency in BSP models
- Replies: 3
- Views: 3303
[Solved] Transparency in BSP models
Let's start with a little introduction: I want to make a fog effect, based on several transparent sheets in a row. The farther you look, the more sheets you see and the foggier the view gets. But in openGL you can only see a transparent sheet through another transparent sheet, if the sheet behind is...
- Fri Dec 08, 2006 6:15 pm
- Forum: Bug Reports
- Topic: BSP bug in "Ambush at Uranus"
- Replies: 1
- Views: 2708
BSP bug in "Ambush at Uranus"
There is a small bug in the bsp model of the ambush at Uranus level. If you look in a specific angle at the ceiling of the gangway, the ceiling disappears and you see only some half-transparent stripes. This could cause some other display-bugs. http://svn.orxonox.net/data/contentcreation/pps/FabianL...
- Fri Dec 08, 2006 6:09 pm
- Forum: Bug Reports
- Topic: [Solved] Jumping Bug
- Replies: 6
- Views: 4872
[Solved] Jumping Bug
While testing the engine in high-poly levels, I discovered a strange bug. The less fps I got, the higher I could jump. In the pictures below you see the maximal jumping height with two different frame rates (look at the fps). Another effect is, that the waiting time between two jumps is much higher ...
- Fri Dec 08, 2006 6:02 pm
- Forum: Bug Reports
- Topic: [Solved] BSP Model Bug - Texture disappears
- Replies: 6
- Views: 5257
[Solved] BSP Model Bug - Texture disappears
as shown last wednesday, sometimes the texture layer of a bsp model disappears and only the lightmap remains. this happens sometimes when the player enters a room and sometimes in the middle of the room while looking in a specific direction. until now, i have no idea what could be the reason for thi...