Search found 292 matches
- Sun May 30, 2010 1:02 pm
- Forum: Help
- Topic: How to host a multiplayer game?
- Replies: 9
- Views: 19296
Re: How to host a multiplayer game?
i merged your branch back to presentation3, so you should switch your svn source. i made this, because of various changes and because of the presentation approaching ;) i successfully started a dedicated server and joined with a client i could also spawn, but i couldn't fire a rocket because of a pr...
- Sun May 30, 2010 10:27 am
- Forum: Help
- Topic: How to host a multiplayer game?
- Replies: 9
- Views: 19296
Re: How to host a multiplayer game?
forgot about that. this was already fixed in presentation3.
i merged the fix now into rocket2, so you should be able to test it now
i merged the fix now into rocket2, so you should be able to test it now
- Sat May 29, 2010 4:49 pm
- Forum: Coding
- Topic: HUDNavigation
- Replies: 23
- Views: 34508
Re: HUDNavigation
or instead use config values (they can also be set via the console): http://www.orxonox.net/wiki/howto/ConfigValue
they have also been used in the tutorial, if you need more examples
they have also been used in the tutorial, if you need more examples
- Sat May 29, 2010 4:47 pm
- Forum: Help
- Topic: How to host a multiplayer game?
- Replies: 9
- Views: 19296
Re: How to host a multiplayer game?
hi if you start client and server on the same pc orxonox will automatically find the server. otherwise you need to pass --ip xxx.xxx.xxx.xxx or --ip hostname when starting the client (of course with xxx.xxx.xxx.xxx / hostname the ip/hostname of the server pc) like this it should work. but i'm not su...
- Sun May 23, 2010 8:55 pm
- Forum: Coding
- Topic: HUDNavigation
- Replies: 23
- Views: 34508
Re: HUDNavigation
hm... actually this file should be located at src/modules/overlays/OverlaysPrecompiledHeaders.h ?!
- Fri May 21, 2010 3:03 pm
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
hm.. can you say where this assertion fails?
i don't get any error like this.
does it happen when a rocket is flying towards an enemy or always (even if you don't fire any rockets) ?
are you using the rocket2 or the presentation3 branch now ?
i don't get any error like this.
does it happen when a rocket is flying towards an enemy or always (even if you don't fire any rockets) ?
are you using the rocket2 or the presentation3 branch now ?
- Fri May 21, 2010 12:14 pm
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
we will soon send out an email concerning the pizza evening ;) ok, then i will remove the files which branch did you switch to ? the best would be the following: orxonox/rocket (with svn source switched to rocket2) orxonox/data_extern (with svn source /game/data/trunk as before) note: you shouldn't ...
- Fri May 21, 2010 8:40 am
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
btw: do you still need the files tutorial.oxw, RocketDrone.cc/h DroneFire.cc/h Testgame.cc/h ?
- Fri May 21, 2010 7:51 am
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
i fixed a lot of things to get a detailed overview/diff look at the following page you should really be in the pps on the next occaisons (for sure mon 30.5. and if possible also on the pizza evening(s)) lots of things that went wrong now (i.e. using getPosition() instead of getWorldPosition) wouldn'...
- Thu May 20, 2010 6:39 pm
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
what is the current state of development? this monday there's no pps, and because the presentation is just 2 weeks away you should speed up and maybe look for other (faster) ways to communicate with us if you have problems. i would esp. suggest our irc channel (reachable either over http://irc.orxon...
- Thu May 20, 2010 6:35 pm
- Forum: Coding
- Topic: HUDNavigation
- Replies: 23
- Views: 34508
Re: HUDNavigation
i merged your branch into the presentation3 branch (which is a merger branch for the presentation) you will probably get a new branch soon, but if you want to commit something before you get the hudelements2 branch do the following before commiting: - go into the directory where your local working c...
- Wed May 19, 2010 3:28 pm
- Forum: Developers' Journals
- Topic: Gametype: Dynamicmatch
- Replies: 6
- Views: 16388
Re: Gametype: Dynamicmatch
sounds nice, thanks for your feedback/introduction.
about the merge: do you already have a working piece of code which runs without error to merge into the presentation merger branch? (if we merge your branch, you will be given a new branch created from the merge branch)
about the merge: do you already have a working piece of code which runs without error to merge into the presentation merger branch? (if we merge your branch, you will be given a new branch created from the merge branch)
- Tue May 18, 2010 5:40 am
- Forum: Coding
- Topic: HUDNavigation
- Replies: 23
- Views: 34508
Re: HUDNavigation
maybe there was a conflict when updating to the current version which hasn't been solved thoroughly... i don't think this was deliberately
- Sat May 15, 2010 1:24 pm
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
the problem was a missing include (you need to include Pawn.h if you use it)
committed the change
committed the change
- Sat May 15, 2010 12:51 pm
- Forum: Developers' Journals
- Topic: Rocket-Ticket Questionthread (... haha)
- Replies: 56
- Views: 71969
Re: Rocket-Ticket Questionthread (... haha)
no you don't have to. all this is done in NHC::updateTarget.
you probably get a controlleableentity or a pawn pointer with getTarget. you should have a look at ControllableEntity::getTarget. it's the target the player is aiming at (if he is aiming at something)
you probably get a controlleableentity or a pawn pointer with getTarget. you should have a look at ControllableEntity::getTarget. it's the target the player is aiming at (if he is aiming at something)