Search found 841 matches

by beni
Mon Nov 20, 2006 9:16 am
Forum: Gameplay
Topic: Some Weapon ideas
Replies: 6
Views: 17438

Loads of nice ideas... But I think we will start simple with a few simple blasters and one missile type ...see here The rest will be taken under consideration. Or could be used as Noxon weapons... BTW: Is there somewhere a tech list around, which contains what should/will be available. I am especia...
by beni
Mon Nov 20, 2006 9:13 am
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37105

I like all the ideas and I see a good concept here. To the bomber and scouter issue: A bomber has more weapon slots and can carry more rockets (of a better type?). Which can be easily explained with the size of the spaceship. In Freespace every ship had a different number of weapon slots, some slots...
by beni
Mon Nov 20, 2006 9:01 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32702

I like the idea of the pop up menu.
If you've played the new Battlefield, you'd know that commands are given with exactly the same thing. I'm not sure, but I think this works well.
I'm not so sure, if it would be great in a vertical scroller, but I still think it's worth a try.
by beni
Fri Nov 17, 2006 8:24 pm
Forum: Bug Reports
Topic: [Solved] time in the forum
Replies: 1
Views: 2897

This can easily be changed in your profile, where you can tell the forum in what timezone you live. Due to daylight saving time it could be, that you have to in- or decrease your timezone by one.
That should do the trick.
by beni
Fri Nov 17, 2006 8:58 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32702

I agree with patrick when he says that only controlling and shooting (using 1 or 2 keys) is not really an innovative style of playing. The problem I see with the mouse is, that one wants to use the mouse for aiming, which shouldn't work (or should it?). That's probably a bit problematic. Also the pr...
by beni
Fri Nov 17, 2006 8:48 am
Forum: Gameplay
Topic: Bounty hunter
Replies: 7
Views: 17866

Another thing which could theoretically be added to make the bounty hunter idea more interesting: Famous bounty hunters get their pro and cons. For example, shops could for example sell them things a little cheaper. Or there are special missions you only get with a given "fame" level. On the other ...
by beni
Thu Nov 16, 2006 3:13 pm
Forum: Gameplay
Topic: Bounty hunter
Replies: 7
Views: 17866

I also like the idea. The point of making a level more interesting because of the possibility of an encouter with a pirate and thus raise the replayability of the game is cool. I think it is also easy to implement and goes well with the story. EMP is actually a important part of the story as well. S...
by beni
Sun Nov 12, 2006 2:41 pm
Forum: General Discussion
Topic: Orxonox Commercial
Replies: 8
Views: 18924

You are probably right that we give a lot of free choices and not many limits in some projects. We wanted to give you as much space for creative ideas as possible. We ourselves have a lot of ideas though. So if it should happen, that a concept is not working out, we should be able to guide this grou...
by beni
Sun Nov 12, 2006 12:21 pm
Forum: General Discussion
Topic: Orxonox Commercial
Replies: 8
Views: 18924

It's crazy how much we could do in the last two semesters. But because you're right, that we can't do lots and lots of stuff, we decided not to do that first person thing, but rather something smaller. Our experience with the last PPS semester is, that we did a lot more than we expected to do and th...
by beni
Sat Nov 11, 2006 4:08 pm
Forum: General Discussion
Topic: Orxonox Commercial
Replies: 8
Views: 18924

Orxonox Commercial

If we really want to get a huge community at the end of the semester we should make a Orxonox commercial. The commercial can be uploaded at youtube and other sites with huge communities (newgrounds for example). This movie can be made with either flash or some moviemaker. The conversion from one to ...
by beni
Mon Nov 06, 2006 11:59 am
Forum: Framework Development
Topic: Windows Maintainer
Replies: 13
Views: 24339

This may be. I kinda don't get how one can activate shaders. I though this either works or it doesn't. With my graphic card it should work (I mean it's working with yours, so why not with mine as well?) But if we can fix that, it would be great. @Bensch: The Game segfaults when it loads the water le...
by beni
Sun Nov 05, 2006 1:23 pm
Forum: Framework Development
Topic: Windows Maintainer
Replies: 13
Views: 24339

I started your binary and you're right: Sound works fine (don't know if it's better, but it works fine). MD2 Models are there, but sometimes do not move (For example the roboter arm I made, which operates in the hangar). Water still doesn't load. I will try to find a newer driver for my graphics car...
by beni
Sat Nov 04, 2006 8:48 pm
Forum: SVN, Wiki, Forum
Topic: Corrected forum typos
Replies: 8
Views: 19021

I just archived all the pages. they can be found in the wiki in the archive "folder". Just put archive/ in front of the page name and you arrive in the archive. I also altered the links so the archive links to other pages in the archive. Every content page can now be altered or deleted. I don't know...
by beni
Sat Nov 04, 2006 8:19 pm
Forum: Framework Development
Topic: Windows Maintainer
Replies: 13
Views: 24339

Bug fixed by bensch. Now the latest revision of the trunk works on windows. Stuff we have to check out: Atmosphere level ain't working. Probable cause is my old openGL version, but the graphics card is good enough for the shader effects shown in this level. No sound or music MD2 Models do not work, ...
by beni
Fri Nov 03, 2006 11:38 am
Forum: Bug Reports
Topic: [Solved] Segfault on Windows
Replies: 1
Views: 2512

[Solved] Segfault on Windows

Compiling on Windows works fine, but starting is a problem. SVN: Revision 9899 My system: ================= Desktop: ================= OS: Windows XP Professional SP 2 Gfx: ATI Mobility Radeon 9600 Starting the game causes this error: #0 0x00944d27 in std::_List_node_base::hook(std::_List_node_base*...