Brief info: December 21st at 12:30 in the ETZ E8
I'm looking forward to see you.
Search found 92 matches
- Fri Dec 16, 2011 3:24 pm
- Forum: News & Announcements
- Topic: Orxonox Convention XV
- Replies: 7
- Views: 22928
- Thu Oct 27, 2011 6:31 pm
- Forum: Bug Reports
- Topic: Boost detection
- Replies: 0
- Views: 34750
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...
- Wed Oct 26, 2011 2:37 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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 ...
- Tue Oct 25, 2011 7:39 pm
- Forum: Developers' Journals
- Topic: About friends, foes and teams
- Replies: 2
- Views: 16028
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...
- Wed Aug 31, 2011 10:28 pm
- Forum: Bug Reports
- Topic: Planet & Collisiondamage
- Replies: 3
- Views: 16482
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...
- Mon Aug 29, 2011 8:08 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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...
- Thu Aug 25, 2011 3:53 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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...
- Thu Aug 25, 2011 2:35 pm
- Forum: Bug Reports
- Topic: Docking
- Replies: 2
- Views: 16497
Docking
If you dock to another spaceship and destroy your previous ship, your own ship gets killed.
Bug or feature?
Bug or feature?
- Sun Aug 14, 2011 2:43 pm
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 21133
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...
- Thu Aug 11, 2011 9:15 pm
- Forum: Bug Reports
- Topic: [solved] Hud menu causes crash
- Replies: 9
- Views: 21133
[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...
- Wed Aug 03, 2011 8:14 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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...
- Tue Aug 02, 2011 1:15 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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...
- Sat Jul 30, 2011 7:32 pm
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 44128
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!
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!
- Fri Jul 29, 2011 9:27 pm
- Forum: General Development
- Topic: Developement: Quick Question, Quick Answer
- Replies: 19
- Views: 37428
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,...
- Thu Jul 28, 2011 3:37 pm
- Forum: Bug Reports
- Topic: Can't find the bug.
- Replies: 7
- Views: 19569
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'...