HUDNavigation
Moderator: PPS-Leaders
Re: HUDNavigation
I have cleaned up HUDNavigation. You should make an svn up next you work on it or you will get lots of conflicts.
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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 copy is (i.e. .../orxonox/hudelements)
- do svn switch https://svn.orxonox.net/game/code/branc ... sentation3
- go into the build folder and do a make -j4
- test whether everything still works
then you can commit
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 copy is (i.e. .../orxonox/hudelements)
- do svn switch https://svn.orxonox.net/game/code/branc ... sentation3
- go into the build folder and do a make -j4
- test whether everything still works
then you can commit
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: HUDNavigation
hi again,
thx @ all for your efforts! i was away for a few days and am now back with working spirit
going to take a look at all your changes & cleanUps so i know where we stand atm.
first thing i notice in my hurry is that i cant compile:
but i think this is something on my end - gonna try again tomorrow and then post an update here.
thanks again.
sebastian
thx @ all for your efforts! i was away for a few days and am now back with working spirit
going to take a look at all your changes & cleanUps so i know where we stand atm.
first thing i notice in my hurry is that i cant compile:
Code: Select all
Revision: 6964
cc1plus: error: OverlaysPrecompiledHeaders.h: No such file or directory
thanks again.
sebastian
Re: HUDNavigation
hm... actually this file should be located at src/modules/overlays/OverlaysPrecompiledHeaders.h ?!
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: HUDNavigation
just got it compiling. great work! a thousand thanks! going to figure out what exactly you changed tomorrow.
cheers sebastian
cheers sebastian
Re: HUDNavigation
some thoughts:
what do you mean with old objects? changedOwner is called when you respawn,
so i guess you are talking about the objects that was indexed (in our map) during the
last sessino of playing just before the respawn? since when you die the destructor gets
called those objects already are deleted i guess.
idea to limit the markers.
in addOBject(): .
to not ignore already dead objects a control line in the tick::
so i compare the activeObjectList_ with the actual amount of objects.
the problem occurs when the game tries to erase (killBot X) a bot that is not in the
activeObjectList (was already full when adding it), out comes the following:
from removeObject.
any tips?
for security reasons im not going to commit but just ask =)
Code: Select all
void HUDNavigation::changedOwner()
{
c316: // TODO: Delete old objects?
so i guess you are talking about the objects that was indexed (in our map) during the
last sessino of playing just before the respawn? since when you die the destructor gets
called those objects already are deleted i guess.
idea to limit the markers.
in addOBject(): .
Code: Select all
if (activeObjectList_.size() >= 5) /
return;
Code: Select all
if((this->getOwner()->getScene()->getRadar()->getRadarObjects()).size() > activeObjectList_.size()){
for (ObjectMap::iterator it = activeObjectList_.begin(); it != activeObjectList_.end();)
removeObject((it++)->first);
changedOwner();
}
the problem occurs when the game tries to erase (killBot X) a bot that is not in the
activeObjectList (was already full when adding it), out comes the following:
Code: Select all
else
COUT(2) << "Warning, HUDNavigation: Attempting to remove non-existent object" << std::endl;
any tips?
for security reasons im not going to commit but just ask =)
Re: HUDNavigation
works. done.
the limit can be set in HUDNavigation.h ' static const unsigned int markerLimit_'.
if possible it would be nice to set this via console ingame ?
the limit can be set in HUDNavigation.h ' static const unsigned int markerLimit_'.
if possible it would be nice to set this via console ingame ?
Re: HUDNavigation
Setting it via console is really easily and fast done.sfluecki wrote: if possible it would be nice to set this via console ingame ?
Here is how to do it: http://www.orxonox.net/wiki/ConsoleCommand
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
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