Yes, you are absolutely right about that.
I guess, as you said, one solution would be to basically move the logic behind the GUI sheets (i.e. GUISheet.lua and SheetManager.lua) into C++.
Search found 95 matches
- Sun Aug 14, 2011 6:02 pm
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 20642
- Sun Aug 14, 2011 4:49 pm
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 20642
Re: Hud menu causes crash
In this case, the bug can actually be resolved in a much simpler way, the only problem was, that I wanted the QuestGUI to always open in the last state, everything else is generated anew each time the qui is opened. So the solution was to remove this feature, now the QuestGUI always opens with the f...
- Sun Aug 14, 2011 11:44 am
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 20642
Re: Hud menu causes crash
I noticed, that the pointer is not NULL, after adding the asserts, that is why I didn't mention it here. Perhaps the problem occurs because the QuestManager has two methods called getId() one with a Quest as argument and one with a QuestHint. I have renamed them, @jo could you please test again.
- Sun Aug 14, 2011 8:18 am
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 20642
Re: Hud menu causes crash
I can't reproduce it. But it seems to me, that somehow the string returned by QuestManager::getId doesn't exist, I wonder why. Can anyone else reproduce it?
- Wed Aug 03, 2011 7:35 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 43430
Re: Tutorial Level - Open for collaboration
As Fabian has already pointed out, there are already plans for a tutorial and I've worked towards it, but there are still some gameplay things that need to be done so I haven't started working on the level yet. Beni has (some time ago) written a rough draft of the story for the tutorial level (missi...
- Wed Jul 27, 2011 7:50 pm
- Forum: Bug Reports
- Topic: Can't find the bug.
- Replies: 7
- Views: 19132
Re: Can't find the bug.
Seems to be a problem with a MetaPickup. I'll look into it.
- Wed Jul 27, 2011 9:12 am
- Forum: Bug Reports
- Topic: Can't find the bug.
- Replies: 7
- Views: 19132
Re: Can't find the bug.
PickupSpawners are destroyed when they run out of pickups to spawn. So this might very well be the problem.
- Tue Jul 05, 2011 9:37 pm
- Forum: Bug Reports
- Topic: Menu Text
- Replies: 14
- Views: 29797
Re: Menu Text
I have no idea why it would look like that.
Out of curiosity, how does it look if you open the orxonox.ini file (in your build/config folder) and replace:
with
Out of curiosity, how does it look if you open the orxonox.ini file (in your build/config folder) and replace:
Code: Select all
[GUIManager]
guiScheme_ = "TaharezGreen"
Code: Select all
[GUIManager]
guiScheme_ = "Orxonox"
- Tue Jun 28, 2011 6:48 am
- Forum: SVN, Wiki, Forum
- Topic: Redesign of Orxonox website
- Replies: 37
- Views: 65385
Re: Redesign of Orxonox website
Me, too. The login, though successful, doesn't seem to go trough.
- Wed Jun 15, 2011 8:20 pm
- Forum: Off Topic
- Topic: Creative ways to find software bugs
- Replies: 7
- Views: 18105
Re: Creative ways to find software bugs
This really sounds weird. ^^ The binary search I get, but the band saw? ;) Ok, here's my scenario: You were testing the vision system of a automatic wood splitter machine thingy, that looks at each wood block and decides how and in how many pieces it has to be cut, when you noticed an oddity. From t...
- Wed Jun 15, 2011 7:59 pm
- Forum: Framework Development
- Topic: Output levels
- Replies: 35
- Views: 45232
Re: Output levels
The question is whether we need the speed. 24 bits (i.e. 24 different contexts) sounds quite limiting to me.
On the other hand it really is fast and I love the simplicity, so we could probably create a dedicated type where we use int32 for now and can easily extend it if we need more contexts.
On the other hand it really is fast and I love the simplicity, so we could probably create a dedicated type where we use int32 for now and can easily extend it if we need more contexts.
- Wed Jun 15, 2011 5:40 pm
- Forum: Framework Development
- Topic: Output levels
- Replies: 35
- Views: 45232
Re: Output levels
This sounds like a useful thing to have! Although it might require quite some effort to port all the log messages to it. I'm curious how would the verbose contexts be defined, both when printing a log message and when deciding what you want to be displayed? Maybe a own makro VOUT("context")? Additio...
- Sat Jun 04, 2011 9:45 am
- Forum: General Discussion
- Topic: Orxonox videos
- Replies: 6
- Views: 16706
Re: Orxonox videos
Orxonox Convention XIV Demo Replay: http://www.youtube.com/watch?v=gIEyAoPtYkw
- Wed May 25, 2011 10:48 pm
- Forum: General Development
- Topic: Developement: Quick Question, Quick Answer
- Replies: 19
- Views: 36746
Re: Developement: Quick Question, Quick Answer
I would be inclined to agree, regarding the use of the dev mailinglist for this purpose. However the archive is currently not working, which makes the forum more suitable. Regarding the tags: I thing a separation between behavior and content seems reasonable. The content tags could probably also be ...
- Wed May 18, 2011 1:27 pm
- Forum: General Development
- Topic: Developement: Quick Question, Quick Answer
- Replies: 19
- Views: 36746
Re: Developement: Quick Question, Quick Answer
I see the just as a more generic form of various booleans that Levels could have. One useful example would be the distinction between multi- and singleplayer levels, or maybe there are levels that are both. Hence in the Multiplayer Menu we would only display levels that work with multiple players. T...