Search found 841 matches

by beni
Tue Dec 19, 2006 9:11 am
Forum: Developers' Journals
Topic: Track
Replies: 13
Views: 7288

Yah, Patrick told me the same idea last time. Integrate over the curve to get the length. I will certainly do that.

Yesterday I nearly segfaultet my computer when I forgot to create the new Track in the Spaceship before I bound the ship on its tracknode, stupid me.
by beni
Tue Dec 19, 2006 1:50 am
Forum: Developers' Journals
Topic: Track
Replies: 13
Views: 7288

So far I'm finished with the track :D. Nah, not yet :P... I'm finished with most of the implementation. When it compiles now the whole track should get created and everything. The problem which is still there is the duration. One can set the speed directly over the duration. I'm not sure yet how the...
by beni
Mon Dec 18, 2006 10:06 am
Forum: Content Creation
Topic: Noxonian Weapons
Replies: 14
Views: 25366

Don't think its cool how rockets, weapons and spaceships become noxonian when you just make the back to the front? :D
by beni
Mon Dec 18, 2006 9:19 am
Forum: Developers' Journals
Topic: Track
Replies: 13
Views: 7288

Hey Paede (Damn if you write an umlaut the whole text is deleted!!) Thanks for the quick work on that track. Now I can start the actual work on the track. What I did yesterday was mainly to get a idea of what we will need in our track. When I'm not mistaken we can also go without the TrackElement, b...
by beni
Sun Dec 17, 2006 7:31 pm
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 26461

it worked on all our systems including the tardis system. any chance your compiler is outdated or your project file has some special settings? works like a charm here (Gentoo unstable)... your problem might be gcc-4.1 related As I said: The problem is probably on my side only. I figure this out qui...
by beni
Sun Dec 17, 2006 2:41 am
Forum: Developers' Journals
Topic: Track
Replies: 13
Views: 7288

Track

Here the discussion about the track we want to implement in a real short amount of time. Reading the code of the TrackManager, TrackElement, Curve, TrackNode and PilotNode I finally understood how the track works. The "new" track is somehow different from the original design, but still has a lot in ...
by beni
Sun Dec 17, 2006 1:00 am
Forum: Developers' Journals
Topic: Character and Weapon Systems
Replies: 39
Views: 26461

trail.cc does not compile on my system. The compiler has obviously a problem with the variablenames rad0 and rad1. If I change it to radzero and radone it compiles fine.
Just wanted to say, that committed stuff should always compile, which it probably did on your systems anyway.
by beni
Sat Dec 16, 2006 4:31 pm
Forum: Developers' Journals
Topic: Vertical Scroller Mode
Replies: 15
Views: 19957

beni: don't think too much about the look of the track module, as you told, it just needs to work at the moment. At a later point in time, we will be able to reimplement it correctly and use simpler splines instead of the current implementation. The goal would be to implement a class called Track w...
by beni
Sat Dec 16, 2006 12:47 pm
Forum: Developers' Journals
Topic: Vertical Scroller Mode
Replies: 15
Views: 19957

We talked about using the track. I just checked out the track's classes and it is quite a mess. I didn't fully understood every single piece of it yet and the whole thing could be implemented a lot better I think, but I guess we could use it. I will finish my review of the track today and then see h...
by beni
Sat Dec 16, 2006 12:43 pm
Forum: Content Creation
Topic: Projects that match the orxonox Universe and Style
Replies: 2
Views: 15216

I couldn't find any content and/or thing about using the content, but the game itself looks really interesting. Good find.
by beni
Wed Dec 13, 2006 11:15 pm
Forum: Bug Reports
Topic: [Solved] BSP Model Bug - Texture disappears
Replies: 6
Views: 5231

This is just great. Claudio is a genius. :D
by beni
Tue Dec 12, 2006 1:58 pm
Forum: Developers' Journals
Topic: NoxonShips
Replies: 13
Views: 9325

Great update Tobias.
The shingles on the side of the ship looks cool. I look forward to see more. no mistakes in your model.

@Ralph: Your rights are set, please upload your stuff as soon as possible.
by beni
Tue Dec 12, 2006 1:19 pm
Forum: Developers' Journals
Topic: Space Station, Exterior
Replies: 29
Views: 20938

Nice details. But you know that there is stuff floating around the station right now, right?
by beni
Tue Dec 12, 2006 1:14 pm
Forum: Developers' Journals
Topic: HumanShips
Replies: 29
Views: 18260

Looks great, Adrian, just keep working on the middle part now ;-)
by beni
Tue Dec 12, 2006 8:45 am
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 31360

I don't care that much about an narrow field to play in. But that's probably just me playing Ikaruga nonstop. There you have the HUD on the left side (or if you play player two on the right side) and it's really simplified. I think that HUD shouldn't be too eye-catching but rather useful. One should...