Search found 716 matches

by x3n
Thu Sep 10, 2015 7:56 am
Forum: General Development
Topic: Unterschied getXMLController() <---> getController()
Replies: 8
Views: 60447

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...
by x3n
Wed Sep 09, 2015 10:53 am
Forum: General Development
Topic: Unterschied getXMLController() <---> getController()
Replies: 8
Views: 60447

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...
by x3n
Tue Sep 08, 2015 7:58 am
Forum: General Development
Topic: Unterschied getXMLController() <---> getController()
Replies: 8
Views: 60447

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? ...
by x3n
Sat Apr 25, 2015 4:24 pm
Forum: Help
Topic: Building Orxonox: Permission denied
Replies: 5
Views: 57464

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...
by x3n
Sat Apr 25, 2015 3:24 pm
Forum: Help
Topic: Building Orxonox: Permission denied
Replies: 5
Views: 57464

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.
by x3n
Thu Apr 23, 2015 7:14 pm
Forum: Developers' Journals
Topic: #392 Scriptable Controller
Replies: 4
Views: 15588

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?
by x3n
Thu Apr 23, 2015 7:06 pm
Forum: Developers' Journals
Topic: Orxonox mascot
Replies: 2
Views: 19248

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 ;)
by x3n
Sat Mar 28, 2015 12:29 pm
Forum: Developers' Journals
Topic: #392 Scriptable Controller
Replies: 4
Views: 15588

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 ...
by x3n
Sat Mar 28, 2015 12:24 pm
Forum: Developers' Journals
Topic: Spaceship Modeling
Replies: 1
Views: 13538

Re: Spaceship Modeling

Cool. Please share some screenshots if you make some progress ;)
Do you also plan to create textures or only the model?
by x3n
Sat Mar 28, 2015 12:19 pm
Forum: Developers' Journals
Topic: TowerDefense
Replies: 1
Views: 13546

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...
by x3n
Sat Mar 28, 2015 8:45 am
Forum: Developers' Journals
Topic: PPS-FS15: Add / redo / enhance Particle Effects
Replies: 3
Views: 60124

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...
by x3n
Tue Feb 24, 2015 9:58 pm
Forum: Content Creation
Topic: Quick-Reload of a Level (for Editors)
Replies: 2
Views: 19280

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...
by x3n
Sat Feb 14, 2015 4:23 pm
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 23155

Re: Improved xml error reporting

looks good to me. thumbs up!

Edit: I think this fixes ticket #333 :)
by x3n
Fri Feb 13, 2015 8:53 pm
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 23155

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...
by x3n
Thu Feb 12, 2015 9:16 pm
Forum: Framework Development
Topic: Improved xml error reporting
Replies: 6
Views: 23155

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...