Search found 165 matches

by strooka
Fri Mar 19, 2010 8:02 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

here is a cleaned up patch of the modifications (without CombatShipTypes, HotKeyManager):
by strooka
Fri Mar 19, 2010 3:27 pm
Forum: Graphics
Topic: Mech artwork for ground combat
Replies: 5
Views: 1862

Re: Mech artwork for ground combat

i am very open how ground combat could be as far as there would be a 3d combat. settings the things up so that we have a ground combat would be very simple, because we have already an 3d combat that is very similar to a ground combat. maybe it could be mostly or to 100% ai controlled as it was in mo...
by strooka
Fri Mar 19, 2010 2:47 pm
Forum: Graphics
Topic: Mech artwork for ground combat
Replies: 5
Views: 1862

Mech artwork for ground combat

I have there a Mech artwork in common that is based upon the Mechcommander 2 models for ground Combat.

my Question: do you accept Man like Tanks that walk and have Guns as arms to be used as Ground units in FO?

i'll soon submit some pics.
by strooka
Fri Mar 19, 2010 2:39 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

here is the right calculation of the direction vector. the ship does no more flip onto the back: void CombatWnd::MoveCombatShip(CombatShipPtr &combat_ship, Ogre::Vector3& destination) { const Ship& ship = combat_ship->GetShip(); ShipData& ship_data = m_ship_assets[combat_ship->GetShip().ID()]; Ogre:...
by strooka
Fri Mar 19, 2010 2:17 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2742

Re: Keybord Bindings

ok, here is the latest release: //!class HotKey: //!the key is, that there is a signal stored that connects to a window handler function. //!and a connection is made to the keyboard that connects to the function call operator of the signal. //!when a handled key is pressed the function call operator...
by strooka
Thu Mar 18, 2010 10:41 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1296

Re: Statically linked Linux-version

in order to run with openGL1.4 you have to : void OgreGUI::Enter2DMode() { ... #else UseProgramARBFn glUseProgramARB = (UseProgramARBFn)glXGetProcAddress((const GLubyte* )"glUseProgramARB"); #endif //if (glUseProgramARB) // glUseProgramARB(0); disable the lines above in GG. however, i discovered the...
by strooka
Thu Mar 18, 2010 8:58 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1296

Re: Statically linked Linux-version

On the ogre Homepage, there is written that ogre Runs with OpenGL 1.2 As Minimum requirement. My ogre 1.4 configuration crashes when the 3D Display Buffers are Set up , while starting up "AI" when using fo3.11. 3.13 crashes with à Black screen when executing the humanclientapp::Run() method. Maybe i...
by strooka
Wed Mar 17, 2010 10:19 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1296

Re: Statically linked Linux-version

I'll try to find out what the differences are that let ver3.11 Run with OpenGL 1.4 and 3.13 Not.
by strooka
Wed Mar 17, 2010 9:19 pm
Forum: Programming
Topic: Problems running on SuSE Linux with OpenGL 1.4
Replies: 10
Views: 1296

Problems running on SuSE Linux with OpenGL 1.4

I saw that the OpenGL Version String is1.4.
I have à Laptop with that graphics Card and Suse Linux, too, but i cant Run the actual Version. I thought with ver1.4 you couldn't Run the Game at all?
by strooka
Wed Mar 17, 2010 5:00 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

my object files were corrupted.
because i had a later version of GG, but not compiled and installed, everyting went fine till the headers were incompatible.
once compiled as obj file with the old version. there was a crash when calling code from the old compiled .cpp files.
by strooka
Wed Mar 17, 2010 4:36 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

the CombatWnd::LClick func could look like: ... std::map<Ogre::MovableObject*, SelectedObject>::iterator it; for(it = m_current_selections.begin(); it != m_current_selections.end(); ++it) { std::string ship_name = it->first->getName(); //determine wether a ship is selected and call move function std...
by strooka
Wed Mar 17, 2010 3:58 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

When posting diffs, please exclude changes to CMakeLists.txt and Makefile. ok The void* and reinterpret_cast stuff isn't acceptable. It'll have to be redone with proper type safe function signatures. i'll leave it to you struct CombatInfo contains the system object in CombatInfo::objects and you do...
by strooka
Mon Mar 15, 2010 6:27 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2978

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

after updating to the newest GG version i can't start FO anymore, cause i get a sysmalloc error :(
by strooka
Mon Mar 15, 2010 5:11 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2742

Re: Keybord Bindings

here is a new implementation of the hotkeymanager.

it is debugged and runs.

note that i only made minor changes to map wnd, its only to react on the results.
by strooka
Mon Mar 15, 2010 4:17 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2742

Re: Keybord Bindings

Store all the signal connections in the HKM, not in the HotKey struct. You don't need a GetWindowSignal function, either. i don't think so. if there is a stream operator that works on a hotkey, it needs to operate on the connection, and storing them all in the hotkeymanager would be a rather buggy ...