Search found 92 matches

by The Jo
Fri Dec 16, 2011 3:24 pm
Forum: News & Announcements
Topic: Orxonox Convention XV
Replies: 7
Views: 21783

Orxonox Convention XV

Brief info: December 21st at 12:30 in the ETZ E8

I'm looking forward to see you.
by The Jo
Thu Oct 27, 2011 6:31 pm
Forum: Bug Reports
Topic: Boost detection
Replies: 0
Views: 32301

Boost detection

When your spaceship has some velocity and you press the boost button without pressing the acceleration button there's a weird effect: the player looses boost and the camera shakes without an additional acceleration. Where is the right place to fix this? HumanController.cc ? How can the event "accele...
by The Jo
Wed Oct 26, 2011 2:37 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Re: Tutorial Level - Open for collaboration

Next steps: - colouring: it should be made clear to the player which object is a target and which shouldn't be attacked at all. Therefore I suggest a kind of colour code. - add quests: every kind of information presented directly on the screen should be re-readable in the quest menu. - create & add ...
by The Jo
Tue Oct 25, 2011 7:39 pm
Forum: Developers' Journals
Topic: About friends, foes and teams
Replies: 2
Views: 15140

About friends, foes and teams

If you view orxonox like a level designer a small enhancement is missing: It is quite difficult to define clearly to which party or team ( friend/ neutral / foe/ ... ) an object belongs. That's why I would like to add the following enhancement: 1. There is already a value "team_" in the ArtificialCo...
by The Jo
Wed Aug 31, 2011 10:28 pm
Forum: Bug Reports
Topic: Planet & Collisiondamage
Replies: 3
Views: 15250

Planet & Collisiondamage

Collision is not properly detected on planets. I'm not sure if collision is detected "right" in general :-) When turning off collisiondamage, it is quite easy to fit a collisionshape to a planet. But when collision damage is enabled, usually collisions are detected before a spaceship or rocket touch...
by The Jo
Mon Aug 29, 2011 8:08 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Re: Tutorial Level - Open for collaboration

Thanks for the suggestions. The linearity problem is almost solved. Actually I start to like these triggers. I let another person (casual player, not knowing orxonox) test the tutorial level. Watching that person was quite eye-opening. It almost seemed like "What can go wrong will go wrong". :wallba...
by The Jo
Thu Aug 25, 2011 3:53 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Re: Tutorial Level - Open for collaboration

How the level should be played so far: Destroy 4 boxes -> destroy 2 pirates -> goto DuballSpaceStation -> use portal -> goto Hydrogen Farmer -> dock to Hydrogen Farmer -> get the pickup -> use portal -> get rid of enemies (not fully implemented: -> display victory message -> optional bonus part) Wha...
by The Jo
Thu Aug 25, 2011 2:35 pm
Forum: Bug Reports
Topic: Docking
Replies: 2
Views: 15428

Docking

If you dock to another spaceship and destroy your previous ship, your own ship gets killed.
Bug or feature?
by The Jo
Sun Aug 14, 2011 2:43 pm
Forum: Bug Reports
Topic: [solved] Hud menu causes crash
Replies: 9
Views: 19864

Re: Hud menu causes crash

Damian, I tested your version. The bug is still there. But I realised, that the discription how to trigger the bug is not correct. That's why nobody was able neither to reproduce nor to fix the bug so far. 1. open a quest-level (pirate attack or fight in our back) 2. close it again. 3. restart the l...
by The Jo
Thu Aug 11, 2011 9:15 pm
Forum: Bug Reports
Topic: [solved] Hud menu causes crash
Replies: 9
Views: 19864

[solved] Hud menu causes crash

How to reproduce the bug in the trunk: 1. load the level "Pirate Attack". 2. Press F3. (directly at the beginning) ======================================================= = time: Thu Aug 11 22:57:11 2011 ======================================================= Program received signal SIGSEGV, Segment...
by The Jo
Wed Aug 03, 2011 8:14 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Re: Tutorial Level - Open for collaboration

:angry-pc: Sorry that was my fault. I wanted to create a "Tutorial" level and then realized that a tutorial.oxw already exists. Since I wasn't really satisfied with the name I spontaneously came up with. Thats why I wasn't consequently enough. So I suggest to try to modify the level to fit this ide...
by The Jo
Tue Aug 02, 2011 1:15 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Re: Tutorial Level - Open for collaboration

I added a Todo-List and further comments in the file. Here is the brief version. //Already implemented things are placed in those brackets {} TUTORIAL-TODO: 1. Aiming & Weapons (static targets {the four boxes}), moving targets {bots of type waypointController}, dangerous targets {either a AIControll...
by The Jo
Sat Jul 30, 2011 7:32 pm
Forum: General Development
Topic: Tutorial Level - Open for collaboration
Replies: 19
Views: 42376

Tutorial Level - Open for collaboration

i just commited a draft of a tutorial level, which is needed for a release.

Since I got stuck on some details (and run out of energy due to a severe cold), I want to ask for team work on this level.

If you are interested, have a look at missionOne.oxw

Thanks!
by The Jo
Fri Jul 29, 2011 9:27 pm
Forum: General Development
Topic: Developement: Quick Question, Quick Answer
Replies: 19
Views: 35761

Re: Developement: Quick Question, Quick Answer

XML-Question: How can I catch the event, when a pawn died? The following attempt doesn't work. <EventTrigger name="PawnDied1" > <events> <trigger> <Pawn health=30 position="0,0,0" direction="0,-1,0" collisionType=dynamic mass=100000> <attached> <Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,...
by The Jo
Thu Jul 28, 2011 3:37 pm
Forum: Bug Reports
Topic: Can't find the bug.
Replies: 7
Views: 18361

Re: Can't find the bug.

Of course it is no good idea to delete pickupspawners that I have not created - that's why I fixed this issue. The waypointcontroller should still work as intended. But since the bug was triggered in the middle of the testing, I'm quite sure that it couldn't be triggered by the artificialcontroller'...