Search found 165 matches

by strooka
Mon Aug 23, 2010 8:13 am
Forum: Programming
Topic: Hi, i'm back!
Replies: 0
Views: 1303

Hi, i'm back!

Hi, i'm back! :)

i'll download the newest code and go on programming.

i'm not shure what to do next... did you already implement ship moving?

as i said i'll focus on the solar system look.

the next step i'll want to implement is the planet orbits and the and the circles in the sun system.
by strooka
Sat Jul 24, 2010 12:04 pm
Forum: Off-Topic
Topic: vega strike
Replies: 0
Views: 3462

vega strike

hey ho, i'm looking around, and ask me how far r u with the project are.

maybe i'll join again, i googled a little bit, and there is another free space project, using ogre, called Vega Strike.

maybe we could use some code from there or vice versa ?
by strooka
Sun Apr 04, 2010 5:39 pm
Forum: Graphics
Topic: Mech artwork for ground combat
Replies: 5
Views: 2561

Re: Mech artwork for ground combat

here is a first preview.
i'm still working on the textures.
Image
by strooka
Wed Mar 31, 2010 6:49 pm
Forum: Graphics
Topic: texture editor for models
Replies: 1
Views: 1784

texture editor for models

does someone have a good texture editor for 3d models?
by strooka
Wed Mar 31, 2010 6:40 pm
Forum: Programming
Topic: Version 0.320 - ship rendering, lighting and shaders
Replies: 31
Views: 6009

Re: Version 0.320 - ship rendering, lighting and shaders

i want to make lasers. there was an editor for for for it. pd? cn you give the url plz?
by strooka
Tue Mar 23, 2010 5:50 pm
Forum: Programming
Topic: Version 0.320 - ship rendering, lighting and shaders
Replies: 31
Views: 6009

Re: Version 0.320 - ship rendering, lighting and shaders

a starfield: class Random{ public: Random() {} double randomUniform(double min, double max) { double r; r=(double)rand()/RAND_MAX; r=min+r*(max-min); return r; } double randomNormal(double mean, double std) { double x1, x2, w, y1; do { x1 = 2.0 * randomUniform(0,1) - 1.0; x2 = 2.0 * randomUniform(0,...
by strooka
Tue Mar 23, 2010 4:45 pm
Forum: Programming
Topic: Version 0.320 - ship rendering, lighting and shaders
Replies: 31
Views: 6009

Re: Version 0.320 - ship rendering, lighting and shaders

here is a possible setup for the 2 point lightning: http://www4.pic-upload.de/23.03.10/aszylgy5j87.png http://www4.pic-upload.de/23.03.10/wykgcz8re6dm.png ship.vert // -*- C++ -*- varying vec3 v_V; varying vec3 v_N; uniform vec3 camera_pos; varying vec3 half_angle; varying vec3 light_dir; varying fl...
by strooka
Sun Mar 21, 2010 8:50 pm
Forum: Programming
Topic: Microsoft chooses to leave c++ Compilers broken
Replies: 0
Views: 1421

Microsoft chooses to leave c++ Compilers broken

On Mar 20, 12:17 am, "Balog Pal" <p...@lib.hu> wrote: "Edward Diener" <eldie...@tropicsoft.invalid>> Oh, please ! Microsoft has closed with "won't fix" or "can't fix for the current release but will re-consider in the future" every valid C++ and C++/CLI bug I...
by strooka
Sat Mar 20, 2010 11:09 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 5229

Re: Version 0.322 - selection highlighting, grid, ship movement

You modified a few ShipPlaced functions to take a different set of parameters for unclear reasons... The originally-passed CombatShipPtr contains a pointer to the ship you replaced it with... so why the change? There is already a mechanism to add ship nodes to the combat wnd set up, but you seem to...
by strooka
Sat Mar 20, 2010 10:30 pm
Forum: Programming
Topic: FleetWnd question: fuel and speed to not include scrapped
Replies: 6
Views: 1107

Re: FleetWnd question: fuel and speed to not include scrapped

PLZ use quotations and Code quotations.
You can Upload Images to www.file-upload.net and Set the imagelink into the Forum.
Your Code is very crypthic, maybe you ve Done a logical Error.
Use variable names like it is Done in fo.
Maybe make à Diff of the changes and post it into the Forum.
by strooka
Sat Mar 20, 2010 6:02 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 5071

Re: Keybord Bindings

oh, sorry, here are the new files: // -*- C++ -*- #ifndef _HotKeyManager_h_ #define _HotKeyManager_h_ #include "../util/OptionsDB.h" #include "CUIWnd.h" #include "CUIControls.h" #include <map> typedef boost::signal< bool() > SignalType; typedef boost::shared_ptr<SignalT...
by strooka
Fri Mar 19, 2010 11:31 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1778

Re: Problems running on SuSE Linux with OpenGL 1.4

With Updated graphics drivers - the Standard Open Suse Hardware acceleration i got it Running on opengl1.4 in an acceptable Speed and the Fleet Move Lines were visible, too.
by strooka
Fri Mar 19, 2010 10:34 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1778

Re: Problems running on SuSE Linux with OpenGL 1.4

IT DID RUN :mrgreen: http://www2.pic-upload.de/19.03.10/39hzjvo22qx.png http://www2.pic-upload.de/19.03.10/6zr97oxaklr.png although it was hardly playable cause i had a very poor computer configuration - with software rasterrizer etc. i could play it - even the combat. those last errors i reported ...
by strooka
Fri Mar 19, 2010 9:51 pm
Forum: Dev Blogs
Topic: Re: All I ever wanted to know about combat but was afraid to ask
Replies: 1
Views: 8768

Re: All I ever wanted to know about combat but was afraid to ask

Have you tried to Run fo in à window and then Print screen?
by strooka
Fri Mar 19, 2010 9:22 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 5229

Re: Version 0.322 - selection highlighting, grid, ship movement

a grid: http://www2.pic-upload.de/19.03.10/2tc3o6bno18.png here are the files. some other files had to modified, too cause of display problems. here is the code: it must be placed here: CombatWnd::CombatWnd(Ogre::SceneManager* scene_manager, Ogre::Camera* camera, .... m_camera_animation->setInterpol...