Center screen on leader on command
Mission 6 : some cars are not moving
Update changelog
Make car stops before other cars or peds crossing roads
Small refactoring
Cars now stop when ped cross roads
Renamed constants
LargeDoor uses dynamicSpatialGrid_ for perfs
Door now uses dynamicSpatialGrid for performance
Added control for cars not to run into each other
Fixed a regression on closed large door
Renaming for clarity
Encapsulate hold_on_ member via blockPath()
Update docs
Fixed warnings
Fix a bug in car pathfinding and in mission far east
Refactor initMovementToDestination
Merge isPathBlocker and isBlocker
Optimize checkBlockedByObject() with 3D spatial grid
Fix compilation pb in Editor
Pathfinding
Pathfinding
Part of road is not recognized as drivable by car
civilian should cross roads using crossroads
Ped's should not walk through cars
Make car stops before other cars or peds crossing roads
Option to disable friendly fire
reopen the bug as it is still happening
ped's animation stuck when holding gun or shooting
freesynd 0.9 - cmake can't find crcpp
ok thanks!
This ticket can be closed now.
On arch I needed an additional file for the utf8cpp package. I copied both files from the conan github . freesynd 0.9 now builds & runs fine, I just uploaded the new PKGBUILD to https://aur.archlinux.org/packages/freesynd
Hi, I maintain the freesynd package for openSUSE. https://build.opensuse.org/package/show/home:mnhauke:games/freesynd My workaround for this issue was to add a proper cmake/FindCRCpp.cmake https://build.opensuse.org/projects/home:mnhauke:games/packages/freesynd/files/0001-Add-FindCRCpp.cmake.patch?expand=1 cheers, Martin
Collision Detection
Collision Detection
Collision Detection
Collision Detection
Collision Detection
Kernel
Technical description
Kernel
Hi, Sorry for answering a bit late. Thanks for your comments. About the Syndicate plus file, there is a post from Markus Törnqvist with the work to do to manage those files. I need to work on it. For the ability to see through building is an old improvement that has already been listed but not prioritized yet. For the AI, yes it's still the big enhancement that I wanted to address. For the sound, it's not my area of expertise. I was happy to find the libAdl library to manage it. So not sure I can...
Hi, Sorry for answering a bit late. Thanks for your comments. About the Syndicate plus file, there is a post from Markus Törnqvist with the work to do to manage those files. I need to work on it. For the ability to see through building is an old improvement that has already been listed but not prioritized yet. For the AI, yes it's still the big enhancement that I wanted to address. For the sound, it's not my area of expertise. I was happy to find the libAdl library to manage it. So not sure I can...
Hi, I saw the reply from uilianries to the post you opened in conan github. Did you try his recommandations on your side? Do they fix your problem?
Found https://github.com/conan-io/conan-center-index/blob/master/recipes/crcpp/all/conanfile.py which makes clear CRCpp by d-bahr is the correct dep. Now to figure out how to combine conan with pacman. I've created https://bbs.archlinux.org/viewtopic.php?id=312154 to get input from other archlinux users about this.
freesynd 0.9 - cmake can't find crcpp
Call new methode
Refactor getWalkable for readability
Hi. I was wanting to try out FreeSynd. You say that the original Syndicate is required, but it seems that the only one available for sale is Syndicate Plus. Even if I can't get it working at the moment, I was wanting to suggest a few things: The ability to see through buildings when your agents are in there, increased AI so that your agents don't walk in circles so much (though then this would require enemies to have similar AI to match), and a higher quality soundtrack. The 3DO version has higher...
I also tried the email address without the -Please.Dont.Spam part and it was still returned as undeliverable. Anyway, I wanted to make a few suggestions, which I will try to do as a new topic here.
add documentation
Rename x, y and z to Tx Ty Tz when it's tiles
Fix compilation problems
Fix compilation problems
Scroll limits is now manage in Map
Remove deprecated methods
Scrolling methods are now in MapRenderer
New test case for Map
New features in Editor
Move display origin managment in EditorMapRenderer
Deprecate unused methods in Mission
Navigate the tiles in editor
Refactoring for clarity
Refactoring of map loading for better unit testing
Editor draw tiles up to max level
Renamed maprenderer files for editor
Display tile and target info on screen
Select a tile to display in editor
Mission Editpor can now point to objects
Added scroll functions in mission editor
Add new missioneditor menu in editor
Kernel
Map and Coordinates
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Kernel
Kernel
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Map and tiles
Kernel
Kernel
Project Guidelines and Rules