Search found 165 matches

by strooka
Mon Mar 15, 2010 1:41 am
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2740

Re: Keybord Bindings

look: class HotKey { public: struct KeyValue { KeyValue( GG::Key key = GG::GGK_UNKNOWN, GG::Flags<GG::ModKey> mod_keys = GG::Flags<GG::ModKey>() ) : m_key(key), m_mod_keys(mod_keys) {} GG::Key m_key; //!< GG code for key stored GG::Flags<GG::ModKey> m_mod_keys; //!GG code for the modkey stored }; //...
by strooka
Sun Mar 14, 2010 11:59 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

it makes a linear animation of a moving ship to the destination.
your implementation just displace the ships, but in my implementation they really move from one point to another when the user selects the ships and points to a destination.

oh good i'll update GG i guess that is the error.
by strooka
Sun Mar 14, 2010 9:22 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2740

Re: Keybord Bindings

void Connect(const std::string option_name, bool (MapWnd::*slot)(), MapWnd* pWnd) { //update/initialize hotkey contents from db HotKey hotkey = GetOptionsDB().Get<HotKey>(option_name); //set signal this connection won't be altered GG::Connect( *hotkey.GetWindowSignal(), slot, pWnd ); ^^^^^^^^^^^^^^...
by strooka
Sun Mar 14, 2010 8:25 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

It Shows the MoveCombatShip function As mentioned above and its additions that Must Be Set to use it.

I had to disable the functions SetChildClippingMode After updating to the newest svn Version in several Files, altough there is an Definition in gg::wnd of it.
Does sb have this Error, too?
by strooka
Sun Mar 14, 2010 4:09 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

here is a diff of the build 3387 and the 2 files i added. i had to comment out several instances of SetChildClippingMode(...); i don't know why. also there was no implementation of the creation of a CombatShipPtr structure that needed to be added to the SceneNode in oder to use OpenSteer. I modified...
by strooka
Sun Mar 14, 2010 12:12 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2740

Re: Keybord Bindings

yes, but that signal to that it is connected to needs the pointer cause it connects to the approitate member function.
i could place all connects inside the hotkeymanager in an init function which is called in the coinstructor maybe, but that would be again like "hardcoded"...
by strooka
Sat Mar 13, 2010 4:26 pm
Forum: Programming
Topic: Keybord Bindings
Replies: 58
Views: 2740

Re: Keybord Bindings

geoff, the pointer to the window, given in the hotkeymanager::connect functions is needed by gg. the only thing i could change is that enabling/disabling of the hotkeys.
by strooka
Fri Mar 12, 2010 10:22 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

here is a nearly complete pathfinding implementation of the move ship function: void CombatWnd::MoveShip(CombatShipPtr &combat_ship, Ogre::Vector3& destination) { const Ship& ship = combat_ship->GetShip(); ShipData& ship_data = m_ship_assets[combat_ship->GetShip().ID()]; Ogre::Quaternion start_quat_...
by strooka
Fri Mar 12, 2010 8:53 am
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

all ive foud out is that the whole ship can be hilighted.
there are two sides asembled, but in the fragment processor it's is only the whole ship processed i suppose.
i think the non hilighted side could be accesssed though gl_BackColor.
by strooka
Thu Mar 11, 2010 12:09 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

void CombatWnd::MoveShip(CombatShip &combat_ship, Ogre::Vector3& destination) { const Ship& ship = combat_ship.GetShip(); ShipData& ship_data = m_ship_assets[combat_ship.GetShip().ID()]; Ogre::Vector3 DIRECTION = destination - ship_data.m_node->getPosition(); Ogre::Vector3 start_pos = ship_data.m_n...
by strooka
Thu Mar 11, 2010 9:37 am
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

well - here it is. i just copied all files to the zip file which are modified or touched. some files could have no change. note that i disabled the auto combat by mistake - i did a class of it and that didn't function anymore - if any combat starts it wouldn't end. if you call m_fsm.post_event(Comba...
by strooka
Wed Mar 10, 2010 6:23 am
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

I think before i commit the Patch i should figure out à correct Client - Server Communication to commit à Fight, or you cant Play the Game anymore.
by strooka
Tue Mar 09, 2010 8:01 pm
Forum: Programming
Topic: Version 0.322 - selection highlighting, grid, ship movement
Replies: 50
Views: 2976

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

I've Found out how to Move ships. it took me à while to figure out that of the buggy Code and the ogre implementation. Also i've Found out how to Import all the mc2 meshes. There seems to Be à function to implement à Grid in ogre. The Space Combat is already alike Ground Combat (2D) i could simply d...
by strooka
Fri Mar 05, 2010 10:24 pm
Forum: Programming
Topic: Version 0.320 - ship rendering, lighting and shaders
Replies: 31
Views: 4300

Re: Version 0.320 - ship rendering, lighting and shaders

There are some Updates: 2 Point Lightning doesnt work yet and i don't want to put more work in it. Client- Server endcombat Message - defunctional. Parallax scrolling of Galaxy Background - defunctional since there is à max Range for displaying meshes and there may Be onl 1 Sky Box. Moving - Not ful...