Current state.

  • Thread starter Thread starter Akari
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Now I start to work on UI system for q-gears. nothing spectacular yet though =D
Just small colorfull quads =)

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Works using lua =)

2011-06-27
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* [Camera] Add free camera speed multiplyer when shift is pressed for faster movement. [Akari]
* [Application] Add screenshot console command. Take screenshot and save it in the same directory as exe file. [Akari]

2011-06-26
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* [Application] Add resolution console command that allow change resolution on fly. It allow switch between fullscreen and windowed also. [Akari]
* [UI] Width and height now all relative to basic 1280x720 resolution.
* [UI] Add horizontal and vertical alignment. Add width and height of elements in % and pixels. [Akari]

2011-06-25
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* [Script] Fix that function "print" was output to console only when log level was set to 3. [Akari]
* [Console] Fix error on autocompletition of commands. [Akari]
* [Application] Rewrite tokenise function to work with escape characters to allow inner quotes. [Akari]
* [Console] Add script_run_string command to bind scripts to buttons. [Akari]
* [UI] Widgets how hide it's children when hided. [Akari]

2011-06-24
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* [Script] Rename globat UI and Entity tables in script. Now Entity (was map) and Ui. [Akari]

2011-06-23
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* [UI] Add XML loaders for UI. [Akari]

2011-06-22
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* [Script] Rework script managet to allow work with nested tables. [Akari]

2011-06-21
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* [UI] Add colors for Ui widgets test draw. [Akari]

2011-06-20
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* [UI] Add test draw for UI widgets. [Akari]

2011-06-17
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* [UI] Add placeholder for UI. [Akari]

2011-06-28
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* [UI] Make widgets relative to their parents. [Akari]

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Now only padding feature left and i can go from formatting to visual features =)

+2011-06-29
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+* [UI] Added posibility to set x, y, width and height in percent and pixels altogether. [Akari]

After a bit testing seting params in pixels altogather with % seems more efficient than padding or margins.
UI can be drawn with all aspects just great. widgets can dynamic change their size acording to aspects. Everything for a good UI.

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Now it's finished with layout and start time for a widget's animations =)

================================================================

New update. Sprites was added. But the most important thing that you can scale, rotate and translate them relative to their parents.

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Now parent scissor test and animations on the way. Stay tuned.
 
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The Asian edition! Will there be a Brad or Robert downey jr edition? :D NNo, This is absolutely fantastic! Your moving very quickly as of like Akari :)
 
I want a special Miyazaki Aoi - Asian Addition please :D but Toda Erika is fine too.
 
Ok guys, I now have unlimited free time. Id like to give a lot of it to q-gears. I tried messing with it like a year ago and it confused me greatly.

Can one of you fine fellows lend me a guiding light so that I can lend you a helping hand?

I guess what I need is a simplified guide of how to get started and then a direction to work in.

Please Im serious about doing this, but I can tell Im going to need a little assistance to get started. If any of you can direct me, I will be more than happy to work on this for years.(Ive already been here 1.5 years, and dont plan on leaving ANYTIME soon)
Plus I see Q-Gears as the ultimate step forward for the community as a whole.
 
Ok guys, I now have unlimited free time. Id like to give a lot of it to q-gears. I tried messing with it like a year ago and it confused me greatly.

Can one of you fine fellows lend me a guiding light so that I can lend you a helping hand?

I guess what I need is a simplified guide of how to get started and then a direction to work in.

Please Im serious about doing this, but I can tell Im going to need a little assistance to get started. If any of you can direct me, I will be more than happy to work on this for years.(Ive already been here 1.5 years, and dont plan on leaving ANYTIME soon)
Plus I see Q-Gears as the ultimate step forward for the community as a whole.
Guide to what to do:
Register on sourceforge, add yourself to project mantis bugtrack.
Grab lastest version from merkurial and compile it. Make sure it's work.
Look at the source and understand how it works. Ask if you don't understand something.
Next try add some feature. I need sound manager ans Rhys is missing somewhere - you can add sound.

That's it... simple )
 
Thanks for the quick reply, Im gonna give it a shot( Ill make a seperate topic or pm you if I run into any problems.)
 
Animations done. =)

2011-07-07
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* [UI] Add animation play functions to lua script. [Akari]
* [UI] Add animations to widgets. Translation, rotation and scale. [Akari]
* [UI] Separate colour and alpha. And move them to widget class. [Akari]

2011-07-06
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* [UI] Add tag show="true" to enable visibility right on start. [Akari]

2011-07-02
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* [UI] Add widget transformation support. Scale and Rotation. [Akari]
* [UI] Add parent scissor test. Tag scissor="true" in screen description file. [Akari]

Now just few steps left until new release. UI text is one of them =)
 
Im so exited  ;D

btw. RetroHelix here, the one giving your livejournal-blog a watch every 10 hours or so :)

PS: Do you have any infos about the stealrate in FFIX? After 9 years or so, Im on a playthrough of this lovely story and everytime it comes to bossfights I try to steal the heck out of the opponent but  I was never able to steal everything from a boss. I counted the tries one time and decided to let the items go. 15 tries in a row missing...
 
Maybe a new youtube video to demonstrate what you've got so far on the next release? :P

Or is compiling it in windows not to difficult? (i've never compiled a thing haha)
 
Im so exited  :-D

btw. RetroHelix here, the one giving your livejournal-blog a watch every 10 hours or so :?:

PS: Do you have any infos about the stealrate in FFIX? After 9 years or so, Im on a playthrough of this lovely story and everytime it comes to bossfights I try to steal the heck out of the opponent but  I was never able to steal everything from a boss. I counted the tries one time and decided to let the items go. 15 tries in a row missing...
You have rare: 1/256
semi-rare: 16/256
uncommon: 64/256
common: 256/256 (I think)

Just took me 45 minutes to steal the Fairy Flute from Hilgigars, but I've heard horror stories of it taking hours.
 
Maybe a new youtube video to demonstrate what you've got so far on the next release? :P

Or is compiling it in windows not to difficult? (i've never compiled a thing haha)
I planning video demonstration togather with release of v0.20. But some things need to be finished first. Our own fonts for examle. I don't like fonts in Ogre. They lacks a lot of things that fonts are needed (kerning for example).

After fonts i plan to create prototypes for UI.
Next will be material assigment to be allowed assign you own material with shaders and so on.
That mostly it. =)

=========UPDATE =========
Basic font implementation done. Now time for different aligment and text manamer for different language.
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Font implementation includes FFVII font exporter for english and japanese characters for now. )
 
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\(^o^)オハヨウ!!!

I just ported OGRE && Irrlicht to OpenPandora, both GLES 1.1 and GLES 2.0 renderer works, tho GLES 1.1 is slightly faster since fixed pipeline is more optimized on driver. I had to alter irrlicht a lot however, since it uses lots of 64bit variables for calculations which are performance killer on many ARM mobile platforms. OGRE port was straight port since it happenned to have floating point precision on compiling settings and seems to work good apart from some texture issues, which I will solve soon.

Whenever I get Pandora(if ever) for myself. I might consider taking contact at you again, since I've been got much more experienced under C (and C++ too)

Also, Akari do you use IRC? I dint really like the IM last time :)
IRC would be great place to lurk and actual contribute something when interesting discussion gets caught.
 
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First is a bit of progress. After looking at the sound for a bit I return to plans for 0.20 release.
Main things is xml support for UI texts that allows nested color changing tags. And moving console to debug draw that allow use colors in console texts.

2011-08-30
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* [Console] paint error messages to red and warning to yellow. [Akari]
* [Application] Add setting Z to debug draw to enable depth sorting. [Akari]

2011-08-29
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* [UI] Ui drawn under debug draw. [Akari]
* [Console] Make green colour for autocompletition. [Akari]
* [Console] Console moved to debug draw. [Akari]

2011-07-28
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* [UI] Add xml support for Ui Texts. Add colour tag to change colour of Ui text. [Akari]

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Now two main things left for UI: prototypes and text alignment.

\(^o^)オハヨウ!!!

I just ported OGRE && Irrlicht to OpenPandora, both GLES 1.1 and GLES 2.0 renderer works, tho GLES 1.1 is slightly faster since fixed pipeline is more optimized on driver. I had to alter irrlicht a lot however, since it uses lots of 64bit variables for calculations which are performance killer on many ARM mobile platforms. OGRE port was straight port since it happenned to have floating point precision on compiling settings and seems to work good apart from some texture issues, which I will solve soon.

Whenever I get Pandora(if ever) for myself. I might consider taking contact at you again, since I've been got much more experienced under C (and C++ too)

Also, Akari do you use IRC? I dint really like the IM last time :)
IRC would be great place to lurk and actual contribute something when interesting discussion gets caught.
Ohayo for you too =)
I use gtalk, iCQ and skype. You can set up channel in IRC and post it here - I join )
 
2011-08-30
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* [Console] paint error messages to red and warning to yellow. [Akari]
* [Application] Add setting Z to debug draw to enable depth sorting. [Akari]

2011-08-29
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* [UI] Ui drawn under debug draw. [Akari]
* [Console] Make green colour for autocompletition. [Akari]
* [Console] Console moved to debug draw. [Akari]
Oooh, updates from the future. August 29th isn't for nearly a month!
 
Ohayo for you too =)
I use gtalk, iCQ and skype. You can set up channel in IRC and post it here - I join )
Sure, I'll do that tomorrow. #q-gears @ freenode.net sounds good? I don't have particular love interest to Ogre, especially after porting it and it still does not work that well.
So yeah tomorrow, I'll clone then the work you've done and get familiar with the code. You can fill me more details on IRC then.

E:
Ok, I'll idle at that channel from now on. Whenever you pop there, highlight me to get attention.
 
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We probably live on really different timezones, anyways..
I fixed code bit to compile on Linux, also made nice makefile
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Code:
#####################################################################                                                                  ##  Q-Gears                                                   ##                                                                  ##  Depends  : OGRE, OIS                                     ##  Internal : lua, luabind, tinyxml           ##                                                                  ##  make DEBUG=1 - Debug                                         ##  make    - Release              ##                                                              ###################################################################### Useful stuff, for eg. cross-compilingINCLUDE_DIR  := /usr/includeOGRE_INCLUDE := ${INCLUDE_DIR}/OGREOIS_INCLUDE  := ${INCLUDE_DIR}/OISLIBS    := `pkg-config OGRE OIS --libs`DEBUG    := 0# ---- Q-GEARS Specific ----CORE_DIR   := coreVIEWER_DIR   := viewerQGEARS_BIN  := QGearsBUILD_DIR  := ../output# ATM there is no intelligent render system selection,# so put your rendersystem path here and it gets copied to build dir# with name "RenderSystem_GL.so" or "RenderSystem_GL_d.so" in debug modeOGRE_RENDERER   := /usr/lib/OGRE/RenderSystem_GL.so# ---- Libs that come with Q-Gears ---INTERNAL_LIB_DIR   := ${CORE_DIR}/libraryLUA_DIR      := ${INTERNAL_LIB_DIR}/luaLUABIND_DIR    := ${INTERNAL_LIB_DIR}/luabindTINYXML_DIR    := ${INTERNAL_LIB_DIR}/tinyxml# If you set these to 0, we will try to use system libs insteadBUILD_INTERNAL_LUA  := 1BUILD_INTERNAL_LUABIND  := 1BUILD_INTERNAL_TINYXML := 1# Define libs for these if you don't want to build them# Default values are just a guess, there is no quarntee all of them come with pkg-configsLUA_LIB   = `pkg-config lua --libs`LUABIND_LIB = `pkg-config luabind --libs`TINYXML_LIB = `pkg-config tinyxml --libs`# ---- A.I ----# Intenal libs should be build before anything else.ifeq (${BUILD_INTERNAL_LUA},1) SOURCE += $(patsubst %.c,%,$(wildcard ${LUA_DIR}/*.c))else LIBS    += ${LUA_LIB} INCLUDES += -I${LUA_DIR}endififeq (${BUILD_INTERNAL_LUABIND},1) SOURCE += $(patsubst %.cpp,%,$(wildcard ${LUABIND_DIR}/*.cpp))else LIBS    += ${LUABIND_LIB} INCLUDES += -I${LUABIND_DIR}endififeq (${BUILD_INTERNAL_TINYXML},1) SOURCE += $(patsubst %.cpp,%,$(wildcard ${TINYXML_DIR}/*.cpp))else LIBS    += ${TINYXML_LIB} INCLUDES += -I${TINYXML_DIR}endififeq (${DEBUG},1) DEFINES += -D_DEBUGendif# ---- Build defines ----SOURCE   +=  Main.cpp                   \     $(patsubst %.cpp,%,$(wildcard core/*.cpp))          \             $(patsubst %.cpp,%,$(wildcard core/particles/*.cpp))     \     $(patsubst %.cpp,%,$(wildcard core/particles/emitters/*.cpp))  \     $(patsubst %.cpp,%,$(wildcard core/particles/renderer/*.cpp))DEFINES   += -DTIXML_USE_STLINCLUDES   += -I. -I${VIEWER_DIR} -I${CORE_DIR} -I${INCLUDE_DIR} -I${OGRE_INCLUDE} -I${OIS_INCLUDE} -I${INTERNAL_LIB_DIR}TARGET  = ${BUILD_DIR}/${QGEARS_BIN}OBJ   = $(addsuffix .o, $(basename $(SOURCE)))all: ${TARGET} @true# Ugly CPP%.o : %.cpp ${CXX} ${CXXFLAGS} ${DEFINES} ${INCLUDES} -c $^ -o $@# Good old C%.o : %.c ${CC} ${CFLAGS} ${DEFINES} ${INCLUDES} -c $^ -o $@# Link, create build dir if does not exist${TARGET}: ${OBJ} mkdir -p "${BUILD_DIR}" ${CXX} $^ ${LIBS} -o "${TARGET}"ifeq (${DEBUG},1)  cp "${OGRE_RENDERER}" "${BUILD_DIR}/RenderSystem_GL_d.so"else  cp "${OGRE_RENDERER}" "${BUILD_DIR}/RenderSystem_GL.so"endif# Note: Don't clean ${BUILD_DIR} it's generally non good idea for deveplomentclean: ${RM}  ${OBJ} ${RM}  "${TARGET}"# TO-DO# Note: Use ${PREFIX} for install locationinstall: echo "Not yet implented"
^ Formatting fails, yay

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Code:
#ifndef _DEBUG#  ifdef __WIN32__      root->loadPlugin( "RenderSystem_GL.dll" );#  else // Assume Linux for now      root->loadPlugin( "./RenderSystem_GL.so" );#  endif#else#  ifdef __WIN32__       root->loadPlugin( "RenderSystem_GL_d.dll" );#  else // Assume Linux for now       root->loadPlugin( "./RenderSystem_GL_d.so" );#  endif   
Also Linux version of RenderSystem loading, just copy the .so from /usr/lib/OGRE/RenderSystem_GL_.so, or if you use the makefile it does this automatically.

Next... I suggest we get rid of OIS and use SDL, since OIS pretty much crap everywhere expect Windows.
The only downside would probably be that OGRE depends on OIS and needs to be linked with it, but the app would not use it.

If you allow me to do this, I can do the changes. They are not big if you are OK with only supporting OGRE 1.6 and later, with older OGREs you need more hackery to support SDL input.
 
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Shaders was added for UiSprite, thanks to Cloudef.

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Start work on FFVII menu.

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Ok, Linux fixes + makefile are on Linux branch now.. And AudioManager is there on Audio branch. It handles just ogg files for music ATM. You said something about sound effects needing reverse engineering? They are not yet documented on Qhimm? (I suck at Reverse engineering )
 
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