Search found 716 matches
- Thu Sep 10, 2015 7:56 am
- Forum: General Development
- Topic: Unterschied getXMLController() <---> getController()
- Replies: 8
- Views: 64381
Re: Unterschied getXMLController() <---> getController
Hm, das File müsste dort liegen, wo auch die anderen Logfiles sind. Der Stacktrace müsste aber nicht nur ins File, sondern auch in die Konsole geschrieben werden. Wenn das nicht der Fall ist, ist der Debugger wohl etwas überfordert. Kannst du deinen Code mal in einem Branch committen (oder mir einen...
- Wed Sep 09, 2015 10:53 am
- Forum: General Development
- Topic: Unterschied getXMLController() <---> getController()
- Replies: 8
- Views: 64381
Re: Unterschied getXMLController() <---> getController
Ich denke, es macht mehr Sinn, den WaypointController in C++ zu erzeugen. In XML kann man sich künstlerisch austoben und das Aussehen und die Eigenschaften der Gegner definieren. Aber dass sie einen WaypointController haben, hat nichts mit künstlerischer Freiheit zu tun. Im Gegenteil - es wird vom G...
- Tue Sep 08, 2015 7:58 am
- Forum: General Development
- Topic: Unterschied getXMLController() <---> getController()
- Replies: 8
- Views: 64381
Re: Unterschied getXMLController() <---> getController
Das ist ziemlich sicher einfach ein Hack ;) Ich kann mich nicht mehr an die Gründe erinnern. Aber wenn man sich setXMLController anschaut, dann macht diese Funktion viele Dinge, die setController so nicht macht. Irgendwas wird hier wohl der Auslöser gewesen sein... damit es einfacher über XML geht? ...
- Sat Apr 25, 2015 4:24 pm
- Forum: Help
- Topic: Building Orxonox: Permission denied
- Replies: 5
- Views: 60564
Re: Building Orxonox: Permission denied
Hmm, why is the file a link? Where does it point to? The file should be an executable, it is built in a previous step by cmake...
- Sat Apr 25, 2015 3:24 pm
- Forum: Help
- Topic: Building Orxonox: Permission denied
- Replies: 5
- Views: 60564
Re: Building Orxonox: Permission denied
Does build_trunk/bin/toluaapp_orxonox exist? Is it executable? Can you execute it manually from the console?
Did you try to delete build_trunk and create it again?
Also you can use "make VERBOSE=1" to see what exactly cmake does before the error happens.
Did you try to delete build_trunk and create it again?
Also you can use "make VERBOSE=1" to see what exactly cmake does before the error happens.
- Thu Apr 23, 2015 7:14 pm
- Forum: Developers' Journals
- Topic: #392 Scriptable Controller
- Replies: 4
- Views: 16689
Re: #392 Scriptable Controller
Really? Because I thought the Script-Events are put into a list in ScriptController. So what happens if the controller script (in Lua) contains an endless loop?
- Thu Apr 23, 2015 7:06 pm
- Forum: Developers' Journals
- Topic: Orxonox mascot
- Replies: 2
- Views: 20556
Re: Orxonox mascot
haha, that's a cool idea.
and in the next pps we should create some animations for it and show it on the loading screen
and in the next pps we should create some animations for it and show it on the loading screen
- Sat Mar 28, 2015 12:29 pm
- Forum: Developers' Journals
- Topic: #392 Scriptable Controller
- Replies: 4
- Views: 16689
Re: #392 Scriptable Controller
I didn't use the scriptable controller so far, but I wonder if it is currently possible to define loops? E.g. a spaceship that does the same actions over and over? Or are the actions only executed once and then the script stops? If this is not possible yet, I think this could be an interesting task ...
- Sat Mar 28, 2015 12:24 pm
- Forum: Developers' Journals
- Topic: Spaceship Modeling
- Replies: 1
- Views: 14555
Re: Spaceship Modeling
Cool. Please share some screenshots if you make some progress
Do you also plan to create textures or only the model?
Do you also plan to create textures or only the model?
- Sat Mar 28, 2015 12:19 pm
- Forum: Developers' Journals
- Topic: TowerDefense
- Replies: 1
- Views: 14506
Re: TowerDefense
I like it that you use the turrets. Re-using existing code is always a good idea ;) I don't know the code, but when I think about a tower, I think that it is responsible for two things: being placed somewhere, maybe being moved, having a cost, a level, etc shooting at enemies These are two completel...
- Sat Mar 28, 2015 8:45 am
- Forum: Developers' Journals
- Topic: PPS-FS15: Add / redo / enhance Particle Effects
- Replies: 3
- Views: 63445
Re: PPS-FS15: Add / redo / enhance Particle Effects
Cool, I'd love to see better particle effects in Orxonox ;) The current particle effects were created with the OGRE Particle Editor: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=OGRE+Particle+Editor In contrast to Particle Universe it requires no plugin, but it probably also provides less opti...
- Tue Feb 24, 2015 9:58 pm
- Forum: Content Creation
- Topic: Quick-Reload of a Level (for Editors)
- Replies: 2
- Views: 20627
Quick-Reload of a Level (for Editors)
Hi everybody In r10281 I added a new console command (reloadLevel) which is on [F5] by default. If you press this key, the level will be reloaded immediately, but the camera remains at the same position. If you are in a SpaceShip it will be removed (you basically respawn as a specator camera), but y...
- Sat Feb 14, 2015 4:23 pm
- Forum: Framework Development
- Topic: Improved xml error reporting
- Replies: 6
- Views: 24520
- Fri Feb 13, 2015 8:53 pm
- Forum: Framework Development
- Topic: Improved xml error reporting
- Replies: 6
- Views: 24520
Re: Improved xml error reporting
Yes, maybe we could switch the order. And we could use "internal_error" instead of "user_error" for the tinyxml message. That makes it less 'important' and I think it will be printed in a darker shade of red in the console. output levels -> http://www.orxonox.net/doxygen/namespaceorxonox_1_1level.ht...
- Thu Feb 12, 2015 9:16 pm
- Forum: Framework Development
- Topic: Improved xml error reporting
- Replies: 6
- Views: 24520
Re: Improved xml error reporting
Wow, that's awesome! I finally found time to test it a little. It works really well for included XML files. (btw, yesterday I committed a small fix to make it compile with older settings (prior to c++11)). Maybe we should tweak the whole error message a bit? The first message which contains the usel...