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From: Vince W. <vi...@el...> - 2013-09-27 22:00:28
|
Hi, I have tried to load the game but it gets stuck on updating and won't move on, I get a window appear with this inside. Exception in thread Thread-1: Traceback (most recent call last): File "threading.pyc", line 552, in __bootstrap_inner File "startOpenGate.py", line 39, in run File "git\repo\base.pyc", line 122, in __init__ InvalidGitRepositoryError: C:\Users\Vince\AppData\Roaming\OpenGate Cheers Hifly. |
From: Peter T. <pth...@ya...> - 2013-06-14 03:06:45
|
Hello, I used to be an avid Jumpgate pilot--Newtron, an Octavian flux hunter. I started playing shortly after launch and was fairly regular until they pulled the plug. I stay in touch with many of the old players via JoystickRequired.com and some contact through Facebook. I'd love to have an opportunity to continue "flying", I spent some time with Vendetta Online but was unimpressed. How does your Opengate work? Is at a LAN system? Is it intended to be purely singleplayer or do you have a server? I'm not a software guy so I'm afraid I'm no help with code, but I know people who do. Thanks, Peter |
From: Christoph B. <eg...@gm...> - 2007-11-26 07:43:58
|
Am Sonntag, den 25.11.2007, 20:52 +0100 schrieb Gary Luck: > Hi list, > my current tests on the ship texture improvements where successful (but not finished). It looks like > OGRE is needing much less rendering time if we use UV mapping correctly. > > There is a tool available which uses CEGUI and OGRE to display meshes like Opengate displayes them. The > old Lady Kickstart is beeing displayed with about 115 frames per second on my computer. The new model > with 1 image is beeing displayed with about 390 frames per second. > > I am happy to report this success and especially that we found a way to keep the high quality of the > texture in game. > > Unfortunately there is a little more work to do for me untill I can upload the new model into SVN. To make it short: Wow, this is GREAT news! |
From: Gary L. <Ult...@gm...> - 2007-11-25 19:50:41
|
Hi list, my current tests on the ship texture improvements where successful (but not finished). It looks like OGRE is needing much less rendering time if we use UV mapping correctly. There is a tool available which uses CEGUI and OGRE to display meshes like Opengate displayes them. The old Lady Kickstart is beeing displayed with about 115 frames per second on my computer. The new model with 1 image is beeing displayed with about 390 frames per second. I am happy to report this success and especially that we found a way to keep the high quality of the texture in game. Unfortunately there is a little more work to do for me untill I can upload the new model into SVN. Regards, Gary |
From: Gary L. <Ult...@gm...> - 2007-11-20 23:01:34
|
Hi list, I just tryed to make a texture map for proper UV mapping of the lady kickstart textures: http://ontheserver.de/temp/Opengate/texture_map.png Tomorrow I will write down the UV map coordinates and then we will have something to test. Maybe this will give the speed benefit that I hoped it will give. Btw: Just to compare: Jumpgate uses 256x256 pixel images to texturize a whole ship. If we have no noticeable speed benefit by replacing the 44 textures by this one we can still use a 512x512 map + a 512x512 normal map. Good night, Gary |
From: Gary L. <Ult...@gm...> - 2007-11-20 16:41:34
|
eGore wrote: > As he has done for the "Lady Kickstart" he uses very high quality textures. These are very good for renderings but that does not work out in the game. We already use smaller textures in game. The size of the lady kickstart textures are at 38% of thouse you can find (but probably can't open) in the templates directory. It's 1 MB (compressed) instead of 8 MB (compressed). But we can lower the size if desired. It's currently optimized for a screen resolution of 1024x768 pixels. > we have to set up rules for the textures then. My recommendation is: > > 1.) 1024x1024px for the ships. Besides that I hate rules it's not that easy. As you already noticed I didn't use U/V-Mapping as someone would expect. The texture of the lady kickstart for example isn't just 1 texture of a specific size. It's a bunch of 44 textures. If someone knows a good way to move all the 44 textures (each covers between 1 and 5 faces of the ship) on 1 image, this would decrease the loading time and perhaps also increadibly decrease the required rendering time of ogre (which means more frames per second) without decreasing the quality (texture resolution). Maybe this should be our main goal. If this isn't enough we can still make it ugly for additional speed. > * diffuse > * specular > * normal Especially the normal maps make things look really cool. Carsten made some tests with a normal map on the Wake station some time ago. Older graphic cards don't support normal mapping. Thouse players would have less visual entertainment but additional speed. In my oppinion the diffuse and the specular maps are not worth their effort and required rendering time of ogre. We should also consider that each map (texture map, normal map, specular map, diffuse map, whatever map) requires the same amount of bytes of your RAM. Nevertheless a normal map would make much sense for the Tauseti ship style we currently use. Regards, Gary |
From: eGore <eG...@gm...> - 2007-11-20 06:51:14
|
Hi list! Gray has started texturing the next ship. As he has done for the "Lady Kickstart" he uses very high quality textures. These are very good for renderings but that does not work out in the game. If you use the "Lady Kickstart" in game the frames per second drop immediately to a very low rate. This means that we can't use these textures in the game, sorry. I don't want anyone to get this wrong, but we have to set up rules for the textures then. My recommendation ist: 1.) 1024x1024px for the ships. POW2-textures (multiple of 2) are very well handled even among older graphics cards. NPOW2 (anything not 2^n x 2^n) is only working for new cards or at least very bad at old ones (some strech the textures to a POW2 format, others use multiple POW2 textures to emulate a NPOW2. 1024x1024 should be enough detail for a ship. Otherwise we can think about 2028x2048 ... but 1 texture requiers ~132MB of video memory while the 1024x1024 "only" require ~33MB (all are uncompressed values). 2.) 256x256 (at most) for smaller objects like rockets, etc. 3.) U/V-Mapping must be used. The complete ship must have it's texture in a single U/V-Map. We already have these for 2 ships (ok, they both don't look great but that's a question of talent and not the tech). 4.) Multiple textures for better looking graphics: A good texture has 3 separate images: * diffuse * specular * normal A good example can be found here. http://img235.imageshack.us/img235/9421/splash01rl5.jpg I hope I'm not stepping on anyones feet (especially you, Gary) but it won't work out any other way. Regards, Christoph -- Psssst! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger |
From: Christoph B. <eg...@gm...> - 2007-09-20 22:08:52
|
Hi list, I just rewrote most of the autotools stuff to hopefully build faster. It is also closer to the standard of doing things. The major change is that we don't modify the global CFLAGS and LDFLAGS for the project, but per target. That way it will be possible to remove the OGRE and OIS dependency from the server (at least I hope to remove it, since that way it can be built on stand alone servers without building OGRE and OIS first which we never use). I will clean up the autotools stuff further the next few days (especially asio really annoys me). Please don't change things in that area without notifing me. Thanks and good night, Christoph |
From: Christoph B. <eg...@gm...> - 2007-09-20 20:47:45
|
Hi list, I'm planning to move(!) the stuff from branches/ogsector over to trunk. I think tomorrow 21.09.2007, 20:00 GMT-1 would be a good time. It would be helpful if anyone could commit his/her stuff until then so we don't loose anything. If anyone objects feel free to contact me. If I don't here any objections I will do the merge. Regards and have a nice evening, Christoph |
From: Spom <spo...@gm...> - 2007-09-10 11:41:24
|
Am Sonntag, 9. September 2007 16:48:41 schrieb Robert Noll: > hi =) Hi > > just found your project by accident (on the gentoo bugtracker about ogre > and freeimage, http://bugs.gentoo.org/show_bug.cgi?id=178110 ) > > i was positively surprised to find the public-domain skyboxes i made > actually being used in a project (green one and reddish one i think), > you can find some more stuff from me to use in > http://ghoulsblade.schattenkind.net/wiki/index.php/Povray yes indeed, I found your beautiful skyboxes in the ogre-wiki. I like the idea of procedural textures. Nice work done :) > > i'm also working on a spacegame using ogre with a few friends, > http://sfz.sourceforge.net , maybe you can find a few bits of useful > code there =) I'm reading you DevBlog on SfzWiki and like to see another opensource spacegame using ogre. You and you friends made great progress. > Also some people have created models for us, and put them under liberal > licenses (some gpl, some public domain, some cc-by-sa ...) > you can find them in our art-subforum on > http://freegamer.schattenkind.net , maybe there is something you can use > there. I definitely take a look, thanks a lot so far. > > i wish you good luck with your project =) Thanks :) and the same to your project. cheers, carsten > > regards, ghoulsblade > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2005. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Robert N. <gho...@sc...> - 2007-09-09 14:49:07
|
hi =) just found your project by accident (on the gentoo bugtracker about ogre and freeimage, http://bugs.gentoo.org/show_bug.cgi?id=178110 ) i was positively surprised to find the public-domain skyboxes i made actually being used in a project (green one and reddish one i think), you can find some more stuff from me to use in http://ghoulsblade.schattenkind.net/wiki/index.php/Povray i'm also working on a spacegame using ogre with a few friends, http://sfz.sourceforge.net , maybe you can find a few bits of useful code there =) Also some people have created models for us, and put them under liberal licenses (some gpl, some public domain, some cc-by-sa ...) you can find them in our art-subforum on http://freegamer.schattenkind.net , maybe there is something you can use there. i wish you good luck with your project =) regards, ghoulsblade |
From: Christoph B. <eg...@gm...> - 2007-09-02 18:54:49
|
Am Sonntag, den 02.09.2007, 15:18 +0200 schrieb Christoph Brill: > Hi, > > I've got some trouble running latest SVN of opengate. It bails out with > these errors. Looks like they come from the OGRE default media? > > High-level program Ogre/CelShadingVP encountered an error during loading > and is thus not supported. > OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource > Example_CelShading.cg in resource group General or any other group. in > ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line > 603) > High-level program Ogre/CelShadingFP encountered an error during loading > and is thus not supported. > OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource > Example_CelShading.cg in resource group General or any other group. in > ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line > 603) > High-level program Examples/FresnelRefractReflectVP encountered an error > during loading and is thus not supported. > OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource > Example_Fresnel.cg in resource group General or any other group. in > ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line > 603) > High-level program Examples/FresnelRefractReflectFP encountered an error > during loading and is thus not supported. > OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource > Example_Fresnel.cg in resource group General or any other group. in > ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line > 603) > High-level program Examples/FresnelRefractReflectVPold encountered an > error during loading and is thus not supported. > OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource > Example_Fresnel.cg in resource group General or any other group. in > ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line > 603) Ok, Carsten told me these are only warnings. So far so good. > And I'm facing a pretty weird error: > > Error loading texture textures/radarBackground.png. Texture layer will > be blank. Loading the texture failed with the following exception: OGRE > EXCEPTION(5:ItemIdentityException): Cannot find codec for extension png > in Codec::getCodec at OgreCodec.cpp (line 62) > > No idea where that comes from... I can open that file fine with any > libpng based application. This was a bit more tricky. This is caused by OGRE being built without freeimage and devIL. OGRE just could not load any images. > And finally I bail out with the error: > > terminate called after throwing an instance of > 'CEGUI::RendererException' > > Suggestions welcome! :-) Well, and this was caused by the missing PNG functionality. Let's mark it as solved. Anyway: I think we need to reduce the amount of console prints. It's hard to spot errors in the massive output. |
From: Christoph B. <eg...@gm...> - 2007-09-02 13:29:37
|
Hi, I've got some trouble running latest SVN of opengate. It bails out with these errors. Looks like they come from the OGRE default media? High-level program Ogre/CelShadingVP encountered an error during loading and is thus not supported. OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Example_CelShading.cg in resource group General or any other group. in ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line 603) High-level program Ogre/CelShadingFP encountered an error during loading and is thus not supported. OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Example_CelShading.cg in resource group General or any other group. in ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line 603) High-level program Examples/FresnelRefractReflectVP encountered an error during loading and is thus not supported. OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Example_Fresnel.cg in resource group General or any other group. in ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line 603) High-level program Examples/FresnelRefractReflectFP encountered an error during loading and is thus not supported. OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Example_Fresnel.cg in resource group General or any other group. in ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line 603) High-level program Examples/FresnelRefractReflectVPold encountered an error during loading and is thus not supported. OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Example_Fresnel.cg in resource group General or any other group. in ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line 603) And I'm facing a pretty weird error: Error loading texture textures/radarBackground.png. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(5:ItemIdentityException): Cannot find codec for extension png in Codec::getCodec at OgreCodec.cpp (line 62) No idea where that comes from... I can open that file fine with any libpng based application. And finally I bail out with the error: terminate called after throwing an instance of 'CEGUI::RendererException' Suggestions welcome! :-) |
From: Christoph B. <eg...@gm...> - 2007-06-25 18:24:16
|
I took a complete mirror of the jossh site today (expect the forum). This way we will still have JOSSH when Jumpgate Evolution starts. Am Sonntag, den 24.06.2007, 22:22 +0200 schrieb Gary Luck: > Hi list, > I just found the necessary data to scale ships, build new ones and place the gun mounts at the correct > location: > > http://www.ontheserver.de/temp/Opengate/premia_blueprint.png > > More can be found at > > http://www.jossh.com/flight_academy/ > > section "TRI Files". Probably I won't start scaling all the ships myself right away because I am working > on something else at the moment. > > Regards, > Gary > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Gary L. <Ult...@gm...> - 2007-06-24 20:20:39
|
Hi list, I just found the necessary data to scale ships, build new ones and place the gun mounts at the correct location: http://www.ontheserver.de/temp/Opengate/premia_blueprint.png More can be found at http://www.jossh.com/flight_academy/ section "TRI Files". Probably I won't start scaling all the ships myself right away because I am working on something else at the moment. Regards, Gary |
From: eGore <eG...@gm...> - 2007-06-24 10:41:40
|
-------- Original-Nachricht -------- Datum: Sat, 23 Jun 2007 17:52:06 +0200 Von: Gary Luck <Ult...@gm...> An: developer mailinglist <ope...@li...> Betreff: [Opengate-devel] NetDevil Announces Jumpgate Evolution > Hi list, > the following is a quote from NetDevil.com > > " > June 22, 2007 > ------------- > NetDevil announced today that we are working on a significant expansion to > our flagship product: > Jumpgate. The new product entitled Jumpgate Evolution features a new > graphics engine, all new assets, > more accessible game play and much more. Brand new in-game screen shots as > well as a beta sign up are > available here at www.Jumpgate-Evolution.com . Keep watching this space > for more news, and be sure to > sign up for the Beta! > " > > Looks like NetDevil is going to release a new Jumpgate version at the end > of 2008. Which means they gave > up the original game and probably don't care anymore if someone uses their > old work because it has no > economic worth anymore. Nevertheless this also means that Jossh is going > offline in the near futur and > won't be available to us anymore. > > Carsten and me would be willing to continue with Opengate and still stick > to the original low polygon > game if Christoph agrees. Agreed :-) -- Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten Browser-Versionen downloaden: http://www.gmx.net/de/go/browser |
From: Gary L. <Ult...@gm...> - 2007-06-23 15:49:54
|
Hi list, the following is a quote from NetDevil.com " June 22, 2007 ------------- NetDevil announced today that we are working on a significant expansion to our flagship product: Jumpgate. The new product entitled Jumpgate Evolution features a new graphics engine, all new assets, more accessible game play and much more. Brand new in-game screen shots as well as a beta sign up are available here at www.Jumpgate-Evolution.com . Keep watching this space for more news, and be sure to sign up for the Beta! " Looks like NetDevil is going to release a new Jumpgate version at the end of 2008. Which means they gave up the original game and probably don't care anymore if someone uses their old work because it has no economic worth anymore. Nevertheless this also means that Jossh is going offline in the near futur and won't be available to us anymore. Carsten and me would be willing to continue with Opengate and still stick to the original low polygon game if Christoph agrees. Regards, Gary |
From: Gary L. <Ult...@gm...> - 2007-06-14 14:44:28
|
eGore wrote: > That's all way to complicated. Ogre is able to use a so called "damage modifier" (or however it was called). I read in a forum thread on how to damage an object. So we would use this modifier to damage a perfect sphere it look like an asteroid. If this generates a shape that looks asteroid like, then this would be very sufficient. > Once a asteroid was mined it will shrink and disappear. Hmm I never saw an asteroid shrinking or disappearing in Jumpgate but I like the idea. If they disappear we need new ones from time to time. There are several options to bring new asteroids in the sector. One option is to just let them appear at a random position (with some no-go areas like inside a jumpgate). IIRC there was a sector in Jumpgate with a huge asteroid between 2 gates. This was really cool if you flew like a blind pilot and just followed one gate to the next and to the next till you crash into it because you didn't look where you were going :-) This is the easiest way but could make pilots crash into asteroids because they set a course to something or are in a battle with someone and suddenly have an asteroid right in front of him. An other option is to make them go to their defined random position from a far point out of the normal routes where usually no player is and no radar reaches. Just give the asteroid a starting speed and flying direction and letting it slow down like a space ship which is beeing slowed down by the drag factor. This could make asteroids go through high traffic areas (like between 2 gates) till it reaches it's defined position. Players would need to avoid the asteroids sometimes but would also be able to start mining while they are still moving. A third option would be to fill a sector again while noone is looking ;-) If no player is in the sector the new asteroids could appear. This would lead to no crashes but maybe some sectors with high traffic (like thouse with a station) would have no asteroids for quite some time. > I'm not for adding asteroid fields or something. Just a few single asteroids. *agreed* Regards, Gary > -------- Original-Nachricht -------- > Datum: Thu, 14 Jun 2007 02:41:03 +0200 > Von: Gary Luck <Ult...@gm...> > An: > CC: ope...@li... > Betreff: Re: [Opengate-devel] Autogenerated Asteroids > >> If you would like to generate random shapes by the client you should make >> sure that thouse generated >> asteroids are being synchronized with the other clients (position, shape, >> amount of ice/metal/other ores >> ...) or just let a game server do the generation work. Either way we would >> have the problem that thouse >> asteroids never move/fly around with velocity but still change position >> from time to time if they are >> beeing generated again. >> >> I would prefer to generate random asteroids and random postions but then >> make the result of the >> generator fix. So that the asteroid positions can be saved in a xml file >> and doesn't need to be >> synchronized or regenerated anymore. There was no regenerator in Jumpgate >> either. >> >> Anyway ... if you prefer generating random shapes with an other >> application but blender (it takes quite >> some time to generate 10 asteroids with blender even if you use the random >> asteroid generator I uploaded >> lately) you would probably also run into a dead line like I did. Before I >> created the blender-generator >> I tried to write a script to make the calculations but I threw in the >> towel after 4 or 5 hours with no >> success. I figured out that simply moving the vertices with a random value >> is not sufficient. You would >> need to move vertices randomly on a mesh of lets say 20 or 30 vertices and >> after it make a smooth >> subsurface division by using Catmull-Clarks algorithm. But actually I >> failed at an earlier step in >> writing the script. >> >> Regards, >> Gary >> >> Spom wrote: >>> Am Mittwoch, 13. Juni 2007 12:11 schrieb eGore: >>> >>> random amount, position and orientation should be not that problem, its >> easy >>> to administrate by the server. Of course there should some "no go" areas >> for >>> astros the between the gates. >>> Randomizing the shape of the asteroid is a litte bit more complicated, >> so we >>> have to define a couple of "randomization parameters" and sophisticated >> rules >>> to calculate the shape. >>> The server generates a small pack of that parameters (maybee: size of >> semi >>> axis, some lokal concave/convex points etc.) and the client calculates >> the >>> shape. >>> >>> I like this idea to fill some larger asteroids fields with some trivia. >>> Anyway, the static major asteriods, the eye catcher, still should hand >> made. >>> Regards, >>> Ca >>> >>>> Hi list, >>>> >>>> would it make sense to auto generate asteroids within the game and not >>>> within blender? I think some static asteroids should be generated once >> and >>>> kept. But having sectors with random generated asteroids at random >>>> positions would be fun. >>>> >>>> Any thoughts? >>>> >>>> Regards, >>>> Christoph >>> >> ------------------------------------------------------------------------- >>> This SF.net email is sponsored by DB2 Express >>> Download DB2 Express C - the FREE version of DB2 express and take >>> control of your XML. No limits. Just data. Click to get it now. >>> http://sourceforge.net/powerbar/db2/ >>> _______________________________________________ >>> Opengate-devel mailing list >>> Ope...@li... >>> https://lists.sourceforge.net/lists/listinfo/opengate-devel >>> >> ------------------------------------------------------------------------- >> This SF.net email is sponsored by DB2 Express >> Download DB2 Express C - the FREE version of DB2 express and take >> control of your XML. No limits. Just data. Click to get it now. >> http://sourceforge.net/powerbar/db2/ >> _______________________________________________ >> Opengate-devel mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: eGore <eG...@gm...> - 2007-06-14 12:48:01
|
That's all way to complicated. Ogre is able to use a so called "damage modifier" (or however it was called). I read in a forum thread on how to damage an object. So we would use this modifier to damage a perfect sphere it look like an asteroid. I'd like to add random asteroids to be attractive for miming. They are generated by the server (not thousands, more like 10). Once a asteroid was mined it will shrink and disappear. That is exactly what was in jumpgate (iirc). Once you flew far from the usual routes you might find an asteroid with valuable minerals. They were at a random position, but with a constant form. I'm not for adding asteroid fields or something. Just a few single asteroids. -------- Original-Nachricht -------- Datum: Thu, 14 Jun 2007 02:41:03 +0200 Von: Gary Luck <Ult...@gm...> An: CC: ope...@li... Betreff: Re: [Opengate-devel] Autogenerated Asteroids > If you would like to generate random shapes by the client you should make > sure that thouse generated > asteroids are being synchronized with the other clients (position, shape, > amount of ice/metal/other ores > ...) or just let a game server do the generation work. Either way we would > have the problem that thouse > asteroids never move/fly around with velocity but still change position > from time to time if they are > beeing generated again. > > I would prefer to generate random asteroids and random postions but then > make the result of the > generator fix. So that the asteroid positions can be saved in a xml file > and doesn't need to be > synchronized or regenerated anymore. There was no regenerator in Jumpgate > either. > > Anyway ... if you prefer generating random shapes with an other > application but blender (it takes quite > some time to generate 10 asteroids with blender even if you use the random > asteroid generator I uploaded > lately) you would probably also run into a dead line like I did. Before I > created the blender-generator > I tried to write a script to make the calculations but I threw in the > towel after 4 or 5 hours with no > success. I figured out that simply moving the vertices with a random value > is not sufficient. You would > need to move vertices randomly on a mesh of lets say 20 or 30 vertices and > after it make a smooth > subsurface division by using Catmull-Clarks algorithm. But actually I > failed at an earlier step in > writing the script. > > Regards, > Gary > > Spom wrote: > > Am Mittwoch, 13. Juni 2007 12:11 schrieb eGore: > > > > random amount, position and orientation should be not that problem, its > easy > > to administrate by the server. Of course there should some "no go" areas > for > > astros the between the gates. > > Randomizing the shape of the asteroid is a litte bit more complicated, > so we > > have to define a couple of "randomization parameters" and sophisticated > rules > > to calculate the shape. > > The server generates a small pack of that parameters (maybee: size of > semi > > axis, some lokal concave/convex points etc.) and the client calculates > the > > shape. > > > > I like this idea to fill some larger asteroids fields with some trivia. > > Anyway, the static major asteriods, the eye catcher, still should hand > made. > > > > Regards, > > Ca > > > >> Hi list, > >> > >> would it make sense to auto generate asteroids within the game and not > >> within blender? I think some static asteroids should be generated once > and > >> kept. But having sectors with random generated asteroids at random > >> positions would be fun. > >> > >> Any thoughts? > >> > >> Regards, > >> Christoph > > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by DB2 Express > > Download DB2 Express C - the FREE version of DB2 express and take > > control of your XML. No limits. Just data. Click to get it now. > > http://sourceforge.net/powerbar/db2/ > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel -- GMX FreeMail: 1 GB Postfach, 5 E-Mail-Adressen, 10 Free SMS. Alle Infos und kostenlose Anmeldung: http://www.gmx.net/de/go/freemail |
From: Gary L. <Ult...@gm...> - 2007-06-14 00:39:20
|
If you would like to generate random shapes by the client you should make sure that thouse generated asteroids are being synchronized with the other clients (position, shape, amount of ice/metal/other ores ...) or just let a game server do the generation work. Either way we would have the problem that thouse asteroids never move/fly around with velocity but still change position from time to time if they are beeing generated again. I would prefer to generate random asteroids and random postions but then make the result of the generator fix. So that the asteroid positions can be saved in a xml file and doesn't need to be synchronized or regenerated anymore. There was no regenerator in Jumpgate either. Anyway ... if you prefer generating random shapes with an other application but blender (it takes quite some time to generate 10 asteroids with blender even if you use the random asteroid generator I uploaded lately) you would probably also run into a dead line like I did. Before I created the blender-generator I tried to write a script to make the calculations but I threw in the towel after 4 or 5 hours with no success. I figured out that simply moving the vertices with a random value is not sufficient. You would need to move vertices randomly on a mesh of lets say 20 or 30 vertices and after it make a smooth subsurface division by using Catmull-Clarks algorithm. But actually I failed at an earlier step in writing the script. Regards, Gary Spom wrote: > Am Mittwoch, 13. Juni 2007 12:11 schrieb eGore: > > random amount, position and orientation should be not that problem, its easy > to administrate by the server. Of course there should some "no go" areas for > astros the between the gates. > Randomizing the shape of the asteroid is a litte bit more complicated, so we > have to define a couple of "randomization parameters" and sophisticated rules > to calculate the shape. > The server generates a small pack of that parameters (maybee: size of semi > axis, some lokal concave/convex points etc.) and the client calculates the > shape. > > I like this idea to fill some larger asteroids fields with some trivia. > Anyway, the static major asteriods, the eye catcher, still should hand made. > > Regards, > Ca > >> Hi list, >> >> would it make sense to auto generate asteroids within the game and not >> within blender? I think some static asteroids should be generated once and >> kept. But having sectors with random generated asteroids at random >> positions would be fun. >> >> Any thoughts? >> >> Regards, >> Christoph > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Spom <spo...@gm...> - 2007-06-13 12:02:28
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Am Mittwoch, 13. Juni 2007 12:11 schrieb eGore: random amount, position and orientation should be not that problem, its easy to administrate by the server. Of course there should some "no go" areas for astros the between the gates. Randomizing the shape of the asteroid is a litte bit more complicated, so we have to define a couple of "randomization parameters" and sophisticated rules to calculate the shape. The server generates a small pack of that parameters (maybee: size of semi axis, some lokal concave/convex points etc.) and the client calculates the shape. I like this idea to fill some larger asteroids fields with some trivia. Anyway, the static major asteriods, the eye catcher, still should hand made. Regards, Ca > Hi list, > > would it make sense to auto generate asteroids within the game and not > within blender? I think some static asteroids should be generated once and > kept. But having sectors with random generated asteroids at random > positions would be fun. > > Any thoughts? > > Regards, > Christoph |
From: eGore <eG...@gm...> - 2007-06-13 10:15:52
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Hi list, would it make sense to auto generate asteroids within the game and not within blender? I think some static asteroids should be generated once and kept. But having sectors with random generated asteroids at random positions would be fun. Any thoughts? Regards, Christoph -- Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten Browser-Versionen downloaden: http://www.gmx.net/de/go/browser |
From: Gary L. <Ult...@gm...> - 2007-06-13 01:24:11
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Ah well ... finally I recieved my own email :-) Seams as the mail server is up again and working on his "todo"-list now. Gary Gary Luck wrote: > Hi list, > I noticed that I am not recieving the mails from SVN anymore which showed the changes that had been made. > > Anyone else missing thouse emails? You should have recieved at least 3 from my changes in the last few days. > > Regards, > Gary > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Gary L. <Ult...@gm...> - 2007-06-12 03:54:51
|
Hi list, I noticed that I am not recieving the mails from SVN anymore which showed the changes that had been made. Anyone else missing thouse emails? You should have recieved at least 3 from my changes in the last few days. Regards, Gary |
From: Christoph B. <eg...@gm...> - 2007-06-09 13:30:01
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Am Samstag, den 09.06.2007, 12:16 +0200 schrieb Spom: > Am Samstag, 9. Juni 2007 11:35 schrieb Christoph Brill: > > there is an example in the asio documention about the communication with a > http server. > http://asio.sourceforge.net/asio-0.3.7/doc/examples/httpclient_sync_client_cpp.html > Here we should start. > > so we just need a parser ;) And I'd just need time ;-) > Ca > > > Am Freitag, den 08.06.2007, 13:34 +0200 schrieb Spom: > > > Am Freitag, 8. Juni 2007 10:58 schrieb Tim Beelen: > > > > Christoph, Carsten, > > > > Success! 0.3.7 works, 0.3.8RC3 doesn't. I'll install some IDE later > > > > today (fresh Fedora 7). Maybe I can work on the ToDo list, or do some > > > > CEGUI tweakage. Dunno. You tell me :) > > > > > > wb, > > > the ToDo is atm slighty out of date. > > > Currently Im working at the ship configuration dialog an I update the > > > ToDo when this dialog work. > > > My approach to the CEGUI scheme still contains some "quick & dirties" to > > > achive progress. > > > The main code structure also is very pre-alpha and will probably receive > > > several changes before we reach the 0.0.1 state. You should take a look. > > > > > > Btw, the main configuration dialog need some hands. > > > You have experience with communikation to the metaserver? This is also an > > > important milestone. :) > > > > I guess I wrote the crap^Wcode to connect to the metaserver. It was written > > using curl and happy char* into the HTTP response to parse it. It did no > > even work reliable when the site switched from Apache 1.3 (Sourceforge) to > > 2.0 (Gary's site). Don't take a look at the code. It's not what we want :-) > > > > Anyone got ideas on that topic? Especially if we should use a lib for that? > > And how to parse HTTP? Gary has some good documents on how the meta server > > can be accessed (can be found in svn trunk/docs iirc). > > > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by DB2 Express > > Download DB2 Express C - the FREE version of DB2 express and take > > control of your XML. No limits. Just data. Click to get it now. > > http://sourceforge.net/powerbar/db2/ > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |