Search found 11183 matches

by Z-Man
Sun Mar 13, 2005 11:18 pm
Forum: Development
Topic: graphics engine upgrade? perhaps?
Replies: 13
Views: 3325

I actually had the same thought a while back :) It has a hell of a lot of dependencies, though. I'm just letting my magic software installer download and compile it. Three crucial questions we need to answer before we consider to switch: - Are the interfaces easy to handle for us programmers? - Does...
by Z-Man
Sun Mar 13, 2005 11:02 pm
Forum: Support
Topic: I have no bots!
Replies: 6
Views: 3029

It may be that the AI config file is missing, we may have messed something up in the release build process. If the game does not know what kind of opponent to spawn, it won't let you spawn them. The file should be config/aiplayers.cfg. If there is a config/aiplayers.cfg.in, just rename it.
by Z-Man
Sun Mar 13, 2005 10:55 pm
Forum: Graphical Enhancements
Topic: Line anti-aliasing minibugs or related critters
Replies: 7
Views: 5115

Yes, this is pushing things a tiny bit :) The antialiasing that can be enabled this way is by nature very hard to control and to get right. It's not the FSAA you just turn on and it works, you have to tell it exactly what edges to antialias. If you turn it on at the wrong edges, objects get transluc...
by Z-Man
Sun Mar 13, 2005 8:28 pm
Forum: Graphical Enhancements
Topic: XLR8>REVENGE (release)
Replies: 21
Views: 13133

Definitely a beautiful sight!

A technical critique: the wall texture has a width of 1025 pixels. 1024 would be slightly better ( I only noticed it because my OpenGL crashed on me trying to convert it ).
by Z-Man
Sat Mar 12, 2005 10:51 pm
Forum: Development
Topic: Special build files
Replies: 1
Views: 1141

Ok, it's done. The new module has been called armagetronad_build. If you want to make a build, you are supposed to check it out parallel to the AA source, enter it and invoke make with the appropriate target. The Readme.txt files gives a list of them. The complicated parts of the work are done by th...
by Z-Man
Fri Mar 11, 2005 9:52 pm
Forum: Graphical Enhancements
Topic: Grid lines and floor files
Replies: 21
Views: 14093

Yes some time in the future it might be nice if Jonathan and Philippe could team up on the rendering code. Philippeqc hasn't posted in a while but he was reading up on the opengl documentation (is there both a red book and a blue book?). He posted here that he'll be busy with his studies plus a job...
by Z-Man
Fri Mar 11, 2005 4:56 pm
Forum: Development
Topic: eWallRim::Bound
Replies: 87
Views: 26843

I have not tried it yet either, but with the code before the last release, all sensors would report false distances. Now, the sensors that go parallel to the gridlines will work, but the diagonal one still will be off because their endpoints get clamped to the arena bounds and not clipped as would b...
by Z-Man
Fri Mar 11, 2005 9:37 am
Forum: Graphical Enhancements
Topic: Grid lines and floor files
Replies: 21
Views: 14093

Indeed. All true. You're getting dangerously close to getting asked to take over the rendering code :)
by Z-Man
Thu Mar 10, 2005 11:50 pm
Forum: Graphical Enhancements
Topic: Grid lines and floor files
Replies: 21
Views: 14093

Now we're talking about the dual texture floor: - Why did you make the lines in one dimension brighter than in the other? (I know why it happens, but why did you do it?) As n54 said, I did not make the textures myself. In the non-moviepack version, the gridlines have the same intensity ( I hope ). ...
by Z-Man
Thu Mar 10, 2005 6:49 pm
Forum: Graphical Enhancements
Topic: Grid lines and floor files
Replies: 21
Views: 14093

next question: does the a/b textures need to have the proportions of 1x256/256x1? it seems so to me as i couldn't find any rendering difference from making the floor_a.png texture have the proportion 20x256. am i right or wrong? There should be a small difference, but it won't be visible with the n...
by Z-Man
Thu Mar 10, 2005 6:41 pm
Forum: Graphical Enhancements
Topic: Cycle Customization
Replies: 12
Views: 8820

Absolutely. Sorry for not making this clear: the justification for the one-folder-per-filetype was only to say that with the rest of the code as it is now, that's the easiest and most logical way to do it. Of course, we should not do that, because the current code is crap ( my code, not k's ). We de...
by Z-Man
Thu Mar 10, 2005 5:06 pm
Forum: Beta Testing
Topic: Release process for 0.2.7.1
Replies: 120
Views: 54130

I'm not easily fooled by them, but my chatbot ran into about every nearby invisible wall (last tested on the CVS version before b0_2_7_1) while it should never run toward/stop on walls unless it has no other choice. There wasn't enough time to verify the sensor values but I think they didn't detect...
by Z-Man
Thu Mar 10, 2005 4:52 pm
Forum: Development
Topic: crash me
Replies: 4
Views: 1520

i didn't notice any motd so i think hybrids idea was good (we were explaining it to people who came and wondered why we were doing all kinds of weird stuff, some reacted with glee lol) Yes, it needed improvement. I also added a message displayed every round, but still meat someone on the server who...
by Z-Man
Thu Mar 10, 2005 9:42 am
Forum: Graphical Enhancements
Topic: Cycle Customization
Replies: 12
Views: 8820

Re: Cycle Customization

Finally someone actually tries to do it. :) Directory Structure: +- textures +- cycle_body +- cycle_wall +- cycle_wheel I prefer packages (and I think it's a better choice, especially long term), like this: packages/ default/ ... package1/ ... package2/ ... Agreed. The original organization is opti...
by Z-Man
Wed Mar 09, 2005 1:42 pm
Forum: Graphical Enhancements
Topic: Cycle Customization
Replies: 12
Views: 8820

Looks very good an exciting! I especially like that you abstracted away the generic file selection menuitem. I was dimly aware about the directory scanning code, but I must have overlooked the menuitem. The code for the texture selection menuitem looks clean to me. Only tDESTROY/delete is redundant,...