Current state.

  • Thread starter Thread starter Akari
  • Start date Start date
Status
Not open for further replies.
Those libs sound good, about ogre.. I've never really liked it much, it depends on it's core parts too much, and it makes code look bit ugly.. Well the reason for this might be since I've quite strayed away from C++ to C.

Have you tried Javascript instead of lua btw? Those have blazingly fast VM's.
 
Have you tried Javascript instead of lua btw? Those have blazingly fast VM's.
I read some articles about Javascript VS Lua. And I really don't sure about results. Sometimes Lua faster, sometimes javascript. But Lua is language heavy used by game industry. It uses very little space, has no dependancies on other library and quite fast while has really lot of power. I think we stick with it. Just want to wait until they release 5.2 )
Though I can use 5.1 with bitlib right away.
 
I read some articles about Javascript VS Lua. And I really don't sure about results. Sometimes Lua faster, sometimes javascript. But Lua is language heavy used by game industry. It uses very little space, has no dependancies on other library and quite fast while has really lot of power. I think we stick with it. Just want to wait until they release 5.2 )
Though I can use 5.1 with bitlib right away.
Yeah, better with familiar than odd one.
 
Well I'll build a loopable OGG player in OpenAL for the engine, it shouldn't be too difficult but from what I've read there's no standard way of storing loops in OGG files, as it's stored in the metadata which can have different formats, so I'll probably just support one and we can make the converter use that format.
 
Well I'll build a loopable OGG player in OpenAL for the engine, it shouldn't be too difficult but from what I've read there's no standard way of storing loops in OGG files, as it's stored in the metadata which can have different formats, so I'll probably just support one and we can make the converter use that format.
No, don't use metadata, use description xml. When we thought about sound system we deside with this format
Code: [Select]
Code:
<musics>    <music name="opening" file_name="music/opening.ogg" loop="10.5" /></musics>
name - name of music to play from engine or script.
file_name - real file name of this music. Full path from data directory.
loop - time in seconds. Optional. If specified sound engine will jump to loop time after music finish playing.

From engine you can play music only by name.
music.xml stored in game_data directory.

With this format modders can easyly add their own looped music.

I added file and directory to project, use it to test.
 
Last edited:
It would certainly be nice to retain compatibility with currently-existing looped OGGs that are made for the winamp vgmstream plugin.
 
I've noticed MSE seems to be finding a lot of viruses and trojans in the repo when it's being checked out, specifically in the .svn folders, do you know any more about this akari?
 
I've noticed MSE seems to be finding a lot of viruses and trojans in the repo when it's being checked out, specifically in the .svn folders, do you know any more about this akari?
I've been attacked by viruses lately. Now things seems better, but it seems that siruses are remain in .svn files. Don't know how remove them from there. I cant upload these files to svn.. they generated automaticly by server.
 
I'd say just re-init the svn if you can with a blank folder then commit the files again
 
I would suggest changing to Git, and hosting on github or so.
I prefer merkurial, though I don't want to change to anything unless there will be many people in development. =)
 
the only thing you can do to clean you .svn folders, is remove the files and do a fresh checkout.

the .svn files iirc are not stored by the server at all, but generated  when you do a checkout of an svn repo. based on the server diffs, then they are updated with diffs for each revision from teh change log of the server. when you do an update. Souceforge allows for quite a few different version control methods , but svn is mostly the ez one to use for most people.
 
In prepairing for new demo.

Changes:

0001asp0


2011-05-12
----------
* [Data] Reorganise data in prepare for demo maps. [Akari]
* [Walkmesh] Mode walkmesh draw from SimpleRenderable to debug draw. [Akari]
* [Debug] Add Line3d debug draw. [Akari]

2011-05-11
----------
* [Game] Add grid and axis go game debug draw. Add console variables (debug_grid, debug_axis) to manipulate it. [Akari]
* [Console] After tab is pressed left only one space between parameters. [Akari]
* [Console] Add autocomplete string to input on enter. [Akari]

2011-05-10
----------
* [Entity] Add debug direction draw. [Akari]
* [Console] Fix crush when try get auto completition for functions without it. [Akari]
* [Entity] Add a lot of entity script functions (is_visible, is_talkable, set_talkable, get_talk_radius,
           set_talk_radius, is_solid, set_solid, get_solid_radius, set_solid_radius ). [Akari]

2011-05-09
----------
* [Entity] Mode debug draw to entity class from Game. [Akari]
* [Entity] Add solid and talk collisions to entity. [Akari]
* [Render] Add DebugCylinder prototype. [Akari]
* [Walkmesh] Add debug draw and debug draw config variable debug_walkmesh. [Akari]
* [Entity] Add some debug info for entities. Add config variable to control it debug_entity. [Akari]
* [Application] Make possible to change alignment of debug text. [Akari]
* [Application] Make posible to set default load map from config. Set it to field_test1 for now. [Akari]
* [Font] Make debug font work with alpha. [Akari]
* [Application] Fix pixel aligment when draw in screen space. [Akari]
* [Camera] Add function to convert world point to screen space. [Akari]

2011-05-08
----------
00019a8k

* [Application] Rename log_level command to set_log_level to indicate command (not variable). [Akari]
* [Application] Add debug fps config variable. Enabled in config. [Akari]
* [Application] Make toggle command work with Strings instead of reals. [Akari]
* [Script] Add script manager debug and console variable to manage it (debug_script). Draws state of entity. [Akari]
* [Application] Move classes to new Debug system. [Akari]
* [Application] Rename masros (remove QGEARS prefix) for easiness. [Akari]
* [Application] Add debug draw Text Line and solid Quad. [Akari]

2011-05-07
----------
* [Application] Get rid of video config and initialise render manually. For now we use OpenGl and 800x600 resolution. [Akari]

2011-05-06
----------
* [Game] Add <entity_script> to scene file. Allows add scripts not assosiated with models. [Akari]
* [Script] Add script priority sorting. [Akari]
* [Script] Add script call functions (request, request_start_sync, request_end_sync). [Akari]
* [Entity] Add sync for animation end function (animation_sync). [Akari]
* [Script] Add external script syncing. [Akari]

2011-05-05
----------
* [Entity & Script] Add animation sequences and functions to manage entity animations (play_animation, play_animation_stop, set_default_animation). [Akari]

2011-05-04
----------
* [Script] Add script:wait function to pause script execution. [Akari]
* [Script] Add script entity and priority for them. [Akari]
* [Game & Script] Add scene load of map script. [Akari]
* [Entity & Script] Bind basic entity functions to script. [Akari]
* [Game & Script] Bind get entity by name to script. [Akari]
* [Script] Rename q_pring to print. [Akari]

* [Entity] add try to run "idle" animation by default during adding entity to scene. [Akari]
* [Entity] add animation start and update. [Akari]
* [Script] add "script_run_file" console command that executes lua file. [Akari]
* [Entity] Add base Entity class and EntityModel to implement models in scene. [Akari]
* [Entity] Add <entity_model> tag into scene file with position and direction.
* [Script] Add script manager with Lua 5.1 and luabind.
* [Console & Script] Add posibility to directly print lua script from console (mainly for debugging purpose).
* [Script] Add q_pring global function to scripts.
 
Last edited:
If you have any issues with the menu then run them by me.  I might be able to help.  Also look at the menu overhaul project by me and kramner, in the first post I have left most of the hex values we have found in a rar file.

It may prove useful to you...
 
If you have any issues with the menu then run them by me.  I might be able to help.  Also look at the menu overhaul project by me and kramner, in the first post I have left most of the hex values we have found in a rar file.

It may prove useful to you...
If you are interested with UI system and can help create UI for Q-Gears you are always welcome. But it won't be easy task. =)
A look closely on your project and you've done great things. If you want to help we can discuss this in separate post or in ICQ or in PM.
 
Status
Not open for further replies.
Back
Top