Character and Weapon Systems
Moderator: PPS-Leaders
Models:
Hey guys. Your stuff looks awesome. I especially like the design of the rockets. But I think you overdid it a bit. Since rockets will be quite small on the screen we will definitely not use that many details.
My suggestion is: Keep the detailed models because they're just cool and can be used in the game anyways (in the shop we might need closer views on weapons).
Now what you do is following: Make a less detailed model and put all the details on the texture. This makes no difference on the screen in the game, but it will make a difference in performance.
No mistakes in your models either: Keep up the good work.
Hey guys. Your stuff looks awesome. I especially like the design of the rockets. But I think you overdid it a bit. Since rockets will be quite small on the screen we will definitely not use that many details.
My suggestion is: Keep the detailed models because they're just cool and can be used in the game anyways (in the shop we might need closer views on weapons).
Now what you do is following: Make a less detailed model and put all the details on the texture. This makes no difference on the screen in the game, but it will make a difference in performance.
No mistakes in your models either: Keep up the good work.
"I'm Commander Shepard and this is my favorite forum on the internet."
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- Baron Vladimir Harkonnen
- Posts: 258
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I know why I do the modeling by hand... (i.e inserting & removing faces, edges...)No mistakes in your models either: Keep up the good work.
@ high poly models: sigh... I knew that this was coming. Looking into it.
model, model, model, and then try to a question...
-- derived from wild wild west
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
Just checked out our work and it looks very good!
But I got a segfault one, I wanted to shoot a secondary weapon (yet I have updated the data repos). I'm afraid I didn't get a backtrace.
Do the sounds on your system also seem a little noisy? Some of the weapons are sometimes very loud and then very calm...
But I got a segfault one, I wanted to shoot a secondary weapon (yet I have updated the data repos). I'm afraid I didn't get a backtrace.
Do the sounds on your system also seem a little noisy? Some of the weapons are sometimes very loud and then very calm...
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- Baron Vladimir Harkonnen
- Posts: 258
- Joined: Wed Nov 01, 2006 7:58 pm
- Location: your mind
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I experienced the same (sound, and segfault)...
I have no explanation for the sound, but for the segfault, take a look at this
maybe can make some sense out if this... I first thought that it was a division by zero... but add an if-clause didn't solve the problem (or it still occured)
cheers
nico
I have no explanation for the sound, but for the segfault, take a look at this
Code: Select all
Program received signal SIGSEGV, Segmentation fault.
SwarmProjectile::tick (this=0xa6b76600, time=0.0144990133)
at ./lib/math/vector.h:91
91 inline float len() const { return sqrt (x*x + y*y + z*z); }
(gdb)
#0 SwarmProjectile::tick (this=0xa6b76600, time=0.0144990133)
at ./lib/math/vector.h:91
#1 0x081453d3 in GameWorld::tick (this=0x8685538, entityList=@0xbfb03b60,
dt=0.0144990133) at story_entities/game_world.cc:392
#2 0x08145909 in GameWorld::tick (this=0x8685538)
at story_entities/game_world.cc:431
#3 0x081450e8 in GameWorld::run (this=0x8685538)
at story_entities/game_world.cc:315
#4 0x08145395 in GameWorld::start (this=0x8685538)
at story_entities/game_world.cc:249
#5 0x0814282b in Campaign::run (this=0x867d8e8)
at story_entities/campaign.cc:154
#6 0x08142524 in Campaign::start (this=0x867d8e8)
at story_entities/campaign.cc:85
#7 0x082c119c in GameLoader::start (this=0x867d5f8)
at loading/game_loader.cc:163
#8 0x081691f4 in Orxonox::start (this=0x83fa438) at orxonox.cc:417
#9 0x0816b171 in startOrxonox (argc=1, argv=0xbfb03f64, name=@0xbfb03e60,
port=-1) at orxonox.cc:573
#10 0x0816cb2c in main (argc=1, argv=0xbfb03f64) at orxonox.cc:481
(gdb)
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
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.
Just wanted to say, that committed stuff should always compile, which it probably did on your systems anyway.
"I'm Commander Shepard and this is my favorite forum on the internet."
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- Baron Vladimir Harkonnen
- Posts: 258
- Joined: Wed Nov 01, 2006 7:58 pm
- Location: your mind
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Works like a charm here (Gentoo unstable)... your problem might be gcc-4.1 relatedit worked on all our systems including the tardis system. any chance your compiler is outdated or your project file has some special settings?
I managed to get the guiding system working on the swarm missile. It's plain simple, but it works.
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
Marc wrote:it worked on all our systems including the tardis system. any chance your compiler is outdated or your project file has some special settings?
As I said: The problem is probably on my side only. I figure this out quickly.nicolasc wrote:works like a charm here (Gentoo unstable)... your problem might be gcc-4.1 related
I tested it and it looks awsomenicolasc wrote:I managed to get the guiding system working on the swarm missile. It's plain simple, but it works.
"I'm Commander Shepard and this is my favorite forum on the internet."
I'm looking forward to the presentation as well because I'm not sure that there will be anything left to show. Due to the "out team" additions to our branch the last 2-3 days, first some minor problems popped up and now the whole movement that was implemented by Michel is that badly broken that you can't control at all.
I would really like to see people first ask for the use of stuff instead of just changing it on other peoples branches! Thanks all.
EDIT: The whole thing compiles again and some further additions (new explosions, trail working and some other minor stuff) will be shown tomorrow at the presentation.
I would really like to see people first ask for the use of stuff instead of just changing it on other peoples branches! Thanks all.
EDIT: The whole thing compiles again and some further additions (new explosions, trail working and some other minor stuff) will be shown tomorrow at the presentation.
Hey sorry, I probably left a not so stable version committed. Still I didn't change anything and with 2 or 3 comments the code would be like before. Not really a big deal.
But you're right. Should have at least told ya. Should there be any problem left I'm glad to help you to fix your branch again.
But you're right. Should have at least told ya. Should there be any problem left I'm glad to help you to fix your branch again.
"I'm Commander Shepard and this is my favorite forum on the internet."
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