You can subscribe to this list here.
2006 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
(40) |
Dec
(12) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2007 |
Jan
|
Feb
|
Mar
(11) |
Apr
(7) |
May
(6) |
Jun
(22) |
Jul
|
Aug
|
Sep
(6) |
Oct
|
Nov
(5) |
Dec
|
2013 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
(2) |
Jul
|
Aug
|
Sep
(1) |
Oct
|
Nov
|
Dec
|
From: Christoph B. <eg...@gm...> - 2007-03-27 20:17:08
|
Hi Gary! I just took a quick look at what you wrote: First of all: Great texturing. It is exactly what I was hoping for when I gave you that to work on. Your texture really improves that ugly model of mine ;-) The highlighting of borders is great. The overall material looks consistent. For a work-in-progress ... really good! Thumbs up for that! I'm looking forward to a complete texture ;-) :-P Could you write in a short document how you did it? Just a few words with a few screenshots. Like: Import from Wings into Blender, create UV-Map, open Program XY, draw boxes, etc. Next: legal issues. As far as I can tell, we cannot be sued or blamed in any way as long as we: * don't use their names * don't use their models/textures/data * don't reverse engineer their net-protocol to play on their servers * don't sell anything based on this game I'm not a lawyer so this might not be 100% correct. But rule of thumb is: as long as you don't harm them with doing so, you can do whatever you like with that idea. As long as you don't copy it one-by-one. That's why there are so many iPod-lookalike-mp3-players. They take the idea and reuse it in their way. Thrid: The naming is ok for me. Maybe not the "XL" part of "Primrose"... might be to close to the original and might be suspected to be "Premia XL". Maybe "Primrose A380" ;-) I have no idea. Thanks to you Gary, keep up the good work. You got me wanting to do more opengate ship models *g* Good night all, Christoph Am Dienstag, den 27.03.2007, 17:12 +0200 schrieb Gary Luck: > Thanks for your comment Daniel. > > Yes you are right. The textures I used make the ship look a little fatter than it actually is. > > But the premia is the bigger ship compared to the premia XL. The cargo of the premia has 4 space units > and the cargo of the premia XL has 1 space unit. Also the drag factor of the premia is higher than the > one of the premia XL. Maybe we should change the names in opengate to solve this misleading problem. > This would also solve possible legal problems. > > My suggestion would be to rename the > > Premia (4 cargo space units) -> Primrose > Premia XL (1 cargo space unit) -> Primrose light > Premia SC (8 cargo space units) -> Primrose XL > > Regards, > Gary > > Daniel Scheibe wrote: > > Hi Gary! > > > > I think the Premia have a too big Gargo Room, for the large Shuttle (premia > > xl) this were very good, but not fort he normal premia. > > > > Greetz > > > > DAniel > > > > -----Ursprüngliche Nachricht----- > > Von: ope...@li... > > [mailto:ope...@li...] Im Auftrag von Gary > > Luck > > Gesendet: Dienstag, 27. März 2007 03:13 > > An: developer mailinglist > > Betreff: [Opengate-devel] Premia ship design > > > > Hi list! > > > > I am currently texturing the Premia (the beginner ship of the Solrain > > faction). I am not sticking very > > much to the original design because in my eyes the original design was very > > colorful and quite unrealistic. > > > > http://www.jossh.com/database/spacecraft/premia.html > > > > So before I do the rest of the ship I wanted you to have a look at the > > current progress. It would be > > very kind of you if you could tell me what you think about the design. Does > > it look ok and is it ok not > > keep the original design? > > > > http://ontheserver.de/temp/Premia.png > > > > Besides: I just found some guys talking in the forum of joystickrequired.com > > about our project. > > joystickrequired.com is no huge page but still something ... there were 30 > > people viewing the jumpgate > > section of the forum when I checked. As far as I followed the discussion one > > main point was that folks > > were wondering about how we handle legal stuff. One guy said that we > > wouldn't have any legal problems > > when we change the design and the names. Some other guy said we are totaly > > screwed if netdevil notices > > our project and someone else said netdevil would probably not care about a > > project like opengate. > > > > I also noticed that we are already linked in the english wikipedia! =) There > > is an article about > > jumpgate and we are linked as a fansite and an open source remake. And also > > in the ex mightygames forum > > someone mentioned us. > > > > Seams as the first people are watching our project and the progress we do > > :-) There was already someone > > in a forum who commended our nice graphics. > > > > Regards, > > Gary > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys-and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Gary L. <Ult...@gm...> - 2007-03-27 15:10:32
|
Thanks for your comment Daniel. Yes you are right. The textures I used make the ship look a little fatter= than it actually is. But the premia is the bigger ship compared to the premia XL. The cargo of= the premia has 4 space units=20 and the cargo of the premia XL has 1 space unit. Also the drag factor of = the premia is higher than the=20 one of the premia XL. Maybe we should change the names in opengate to sol= ve this misleading problem.=20 This would also solve possible legal problems. My suggestion would be to rename the Premia (4 cargo space units) -> Primrose Premia XL (1 cargo space unit) -> Primrose light Premia SC (8 cargo space units) -> Primrose XL Regards, Gary Daniel Scheibe wrote: > Hi Gary! >=20 > I think the Premia have a too big Gargo Room, for the large Shuttle (pr= emia > xl) this were very good, but not fort he normal premia.=20 >=20 > Greetz >=20 > DAniel >=20 > -----Urspr=FCngliche Nachricht----- > Von: ope...@li... > [mailto:ope...@li...] Im Auftrag von Ga= ry > Luck > Gesendet: Dienstag, 27. M=E4rz 2007 03:13 > An: developer mailinglist > Betreff: [Opengate-devel] Premia ship design >=20 > Hi list! >=20 > I am currently texturing the Premia (the beginner ship of the Solrain > faction). I am not sticking very=20 > much to the original design because in my eyes the original design was = very > colorful and quite unrealistic. >=20 > http://www.jossh.com/database/spacecraft/premia.html >=20 > So before I do the rest of the ship I wanted you to have a look at the > current progress. It would be=20 > very kind of you if you could tell me what you think about the design. = Does > it look ok and is it ok not=20 > keep the original design? >=20 > http://ontheserver.de/temp/Premia.png >=20 > Besides: I just found some guys talking in the forum of joystickrequire= d.com > about our project.=20 > joystickrequired.com is no huge page but still something ... there were= 30 > people viewing the jumpgate=20 > section of the forum when I checked. As far as I followed the discussio= n one > main point was that folks=20 > were wondering about how we handle legal stuff. One guy said that we > wouldn't have any legal problems=20 > when we change the design and the names. Some other guy said we are tot= aly > screwed if netdevil notices=20 > our project and someone else said netdevil would probably not care abou= t a > project like opengate. >=20 > I also noticed that we are already linked in the english wikipedia! =3D= ) There > is an article about=20 > jumpgate and we are linked as a fansite and an open source remake. And = also > in the ex mightygames forum=20 > someone mentioned us. >=20 > Seams as the first people are watching our project and the progress we = do > :-) There was already someone=20 > in a forum who commended our nice graphics. >=20 > Regards, > Gary >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel >=20 |
From: Gary L. <Ult...@gm...> - 2007-03-27 01:10:08
|
Hi list! I am currently texturing the Premia (the beginner ship of the Solrain faction). I am not sticking very much to the original design because in my eyes the original design was very colorful and quite unrealistic. http://www.jossh.com/database/spacecraft/premia.html So before I do the rest of the ship I wanted you to have a look at the current progress. It would be very kind of you if you could tell me what you think about the design. Does it look ok and is it ok not keep the original design? http://ontheserver.de/temp/Premia.png Besides: I just found some guys talking in the forum of joystickrequired.com about our project. joystickrequired.com is no huge page but still something ... there were 30 people viewing the jumpgate section of the forum when I checked. As far as I followed the discussion one main point was that folks were wondering about how we handle legal stuff. One guy said that we wouldn't have any legal problems when we change the design and the names. Some other guy said we are totaly screwed if netdevil notices our project and someone else said netdevil would probably not care about a project like opengate. I also noticed that we are already linked in the english wikipedia! =) There is an article about jumpgate and we are linked as a fansite and an open source remake. And also in the ex mightygames forum someone mentioned us. Seams as the first people are watching our project and the progress we do :-) There was already someone in a forum who commended our nice graphics. Regards, Gary |
From: Gary L. <Ult...@gm...> - 2007-03-22 17:01:55
|
Christoph Brill wrote: >> What is your prefered solution? >> >> Either we can ignore thouse slight differences and take the real values for the power input which we >> have calculated base on the definition 1 watt input => 1 newton output or we have to recalculate all >> efficiency values because they are obviously wrong in Jossh. > > Puh. Difficult question. I would stick with "being as close as possible to Jumpgate with the least amount > of work". So if you can calculate the value (almost) I won't force you to test every single enginge and > write down the data. > I'd say: Go for whatever you like :-) Ok thanks. I'll stay with the 1 watt => 1 newton definiton then. Regards, Gary |
From: Christoph B. <eg...@gm...> - 2007-03-21 19:15:18
|
Am Mittwoch, den 21.03.2007, 18:48 +0100 schrieb Gary Luck: > Hi folks, > I noticed that there are no values given in Jossh for the power input of engines. I opened Jumpgate and > set up a basic ship with 2 Money engines. The ship configuration screen told me that thouse 2 engines > need 1895 kilowatts (wich equates to 947.5 kilowatts each). > > After doing some rough calculations I noticed that if you multiply the efficiency (80%) with the > required power input (0.8 * 947,5 kilowatts = 758 kilowatts) you will recieve the maximum thrust (the > Money engine has a maxium thrust of 758 kilonewton). So I guess that the mightygames team defined that 1 > Watt power input (at an efficiency of 100%) results in 1 newton thrust. > > Some guy from the blenderartists forum told me that you can't calculate the power input from the thrust > (which is nothing else but the power output). "It would totally depend of the form of generation, > conversion, and propulsion. You can't calculate the gravimetric results without total detail of those > three elements, and then you've gotto factor in local gravimetric resistance." > > So that's why I guess that the mightygames team defined something. I also noticed that if we use the > definition 1 watt input => 1 newton output we would recieve a power input of 931 kilowatts for the > s-e-15 engine. The ship configuration screen of jumpgate tells me that it takes 943 kilowatts to power > the s-e-15 engine at maxium thrust. > > What is your prefered solution? > > Either we can ignore thouse slight differences and take the real values for the power input which we > have calculated base on the definition 1 watt input => 1 newton output or we have to recalculate all > efficiency values because they are obviously wrong in Jossh. Puh. Difficult question. I would stick with "being as close as possible to Jumpgate with the least amount of work". So if you can calculate the value (almost) I won't force you to test every single enginge and write down the data. I'd say: Go for whatever you like :-) |
From: Gary L. <Ult...@gm...> - 2007-03-21 17:46:02
|
Hi folks, I noticed that there are no values given in Jossh for the power input of engines. I opened Jumpgate and set up a basic ship with 2 Money engines. The ship configuration screen told me that thouse 2 engines need 1895 kilowatts (wich equates to 947.5 kilowatts each). After doing some rough calculations I noticed that if you multiply the efficiency (80%) with the required power input (0.8 * 947,5 kilowatts = 758 kilowatts) you will recieve the maximum thrust (the Money engine has a maxium thrust of 758 kilonewton). So I guess that the mightygames team defined that 1 Watt power input (at an efficiency of 100%) results in 1 newton thrust. Some guy from the blenderartists forum told me that you can't calculate the power input from the thrust (which is nothing else but the power output). "It would totally depend of the form of generation, conversion, and propulsion. You can't calculate the gravimetric results without total detail of those three elements, and then you've gotto factor in local gravimetric resistance." So that's why I guess that the mightygames team defined something. I also noticed that if we use the definition 1 watt input => 1 newton output we would recieve a power input of 931 kilowatts for the s-e-15 engine. The ship configuration screen of jumpgate tells me that it takes 943 kilowatts to power the s-e-15 engine at maxium thrust. What is your prefered solution? Either we can ignore thouse slight differences and take the real values for the power input which we have calculated base on the definition 1 watt input => 1 newton output or we have to recalculate all efficiency values because they are obviously wrong in Jossh. Regards, Gary |
From: Spom <spo...@gm...> - 2007-03-16 20:36:45
|
Am Freitag, 16. M=E4rz 2007 19:24 schrieb Tim Beelen: > Is the new codebase using the latest CEGUI? > no, the HUD elements are just simple OGRE overlays. The codebase uses a the moment: libgrapple, opcode, OIS and probably openAL. > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Tim B. <ti...@sl...> - 2007-03-16 18:25:24
|
Is the new codebase using the latest CEGUI? |
From: Gary L. <Ult...@gm...> - 2007-03-14 07:54:53
|
Hi folks, seams as the team is getting active again. :-) Well I just wanted you to know for the case that you are testing around with the client that the meta server isn't responding correctly at the moment. It's because of a bug in PHP which is already fixed in the new version 5.2.1. The meta server is using 5.2.0 and I already sent the request to update PHP. Probably the update is done tomorrow. Regards, Gary |
From: Gary L. <Ult...@gm...> - 2006-12-05 21:43:43
|
Hi opengate team! I just finished my work on the new faction logos. Maybe you like them, maybe you think they could still need some improvements :-) Well ... at least they replace the "stolen" logos. I am not very creative in giving new names for the factions. What I had in mind was something scientific for the old "solrain" faction, something "natural" for the quantar faction (for example "thunderbird") and something brave for the octavius faction. Do you folks have an suggestion? Because I don't :-) Regards, Gary |
From: Tim B. <ab...@sl...> - 2006-12-02 15:53:44
|
Actually, it does compile. The problem lays somewhere else.=20 Maybe you could just build your own basic Ogre-app and add cegui to that (like a 1-class program using the sample framelistener and app). Maybe this is easyer to debug.=20 In the mean time just wait for the first codebase. After that I'm going to try to get all the distros on one line. With a decent dependency solution.=20 I also want to get rid of tinyxml and use a more uniform parser solution like CEGUI.=20 The first codebase is still a long way from home anyway since I want to cross-compile it using mingw32 and want everything to work cleanly.=20 Maybe we could start a wiki for these problems, so we can analyze this stuff more quickly and at least provide people with a one step solution to most of the more elemental problems. (which is for most cases to wait for the codebase anyway) Sincerely, Tim On Sat, 2006-12-02 at 15:24 +0100, Daniel Scheibe wrote: > Hi there! >=20 > yesterday I try to compile the code with the new cui with tim, I am > still not able to compile this on Two Boxes. (Ubuntuu and Linux) >=20 > Can we remove the Gui Things to reimplent and test? > The ceui Demo in the ogre src do work. >=20 > btw: i=C2=B4ve got some error in the gui.log but I didn=C2=B4t know how= to fix or > that my should be the error that the client crash on startup. >=20 > On which boxes and with which compiler are anybody able to compile a > fresh svn checkout? >=20 > Greetz >=20 > Daniel >=20 >=20 > -----------------------------------------------------------------------= -- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Daniel S. <dan...@gm...> - 2006-12-02 14:24:49
|
Hi there! yesterday I try to compile the code with the new cui with tim, I am still not able to compile this on Two Boxes. (Ubuntuu and Linux) Can we remove the Gui Things to reimplent and test? The ceui Demo in the ogre src do work. btw: i´ve got some error in the gui.log but I didn´t know how to fix or that my should be the error that the client crash on startup. On which boxes and with which compiler are anybody able to compile a fresh svn checkout? Greetz Daniel |
From: Daniel S. <dan...@gm...> - 2006-12-01 10:52:26
|
Update, copy the Data Files from the Data to the Data1.x Folder in the debug folder works. I try to start from the root projekt folder or copy all this things to the debug folder. > I have all requirements, the Ogre Sample Works can´t find a workaround > for the Client Crash. > > Now try to copy the GUIScheme.xsd in the Projekt. > > RenderSystem capabilities > ------------------------- > * Hardware generation of mipmaps: yes > * Texture blending: yes > * Anisotropic texture filtering: yes > * Dot product texture operation: yes > * Cube mapping: yes > * Hardware stencil buffer: yes > - Stencil depth: 8 > - Two sided stencil support: yes > - Wrap stencil values: yes > * Hardware vertex / index buffers: yes > * Vertex programs: yes > - Max vertex program version: vp40 > * Fragment programs: yes > - Max fragment program version: fp40 > * Texture Compression: yes > - DXT: yes > - VTC: yes > * Scissor Rectangle: yes > * Hardware Occlusion Query: yes > * User clip planes: yes > * VET_UBYTE4 vertex element type: yes > * Infinite far plane projection: yes > * Hardware render-to-texture: yes > * Floating point textures: yes > * Non-power-of-two textures: yes > * Volume textures: yes > * Multiple Render Targets: 4 > * Point Sprites: yes > * Extended point parameters: yes > * Max Point Size: 63.375 > Registering ResourceManager for type Texture > ResourceBackgroundQueue - threading disabled > Particle Renderer Type 'billboard' registered > Termination handler: uncaught exception! > *-*-* OGRE Shutdown > *** ERROR: An exception has been thrown! > > ----------------------------------- > Details: > ----------------------------------- > Error #: 8 > Function: ResourceGroupManager::openResource > Description: Cannot locate resource GUIScheme.xsd in resource group > General or any other group.. > File: OgreResourceGroupManager.cpp > Line: 598 > Stack unwinding: <<beginning of stack>> > Press Enter to continue! > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Daniel S. <dan...@gm...> - 2006-12-01 10:45:23
|
I have all requirements, the Ogre Sample Works can´t find a workaround for the Client Crash. Now try to copy the GUIScheme.xsd in the Projekt. RenderSystem capabilities ------------------------- * Hardware generation of mipmaps: yes * Texture blending: yes * Anisotropic texture filtering: yes * Dot product texture operation: yes * Cube mapping: yes * Hardware stencil buffer: yes - Stencil depth: 8 - Two sided stencil support: yes - Wrap stencil values: yes * Hardware vertex / index buffers: yes * Vertex programs: yes - Max vertex program version: vp40 * Fragment programs: yes - Max fragment program version: fp40 * Texture Compression: yes - DXT: yes - VTC: yes * Scissor Rectangle: yes * Hardware Occlusion Query: yes * User clip planes: yes * VET_UBYTE4 vertex element type: yes * Infinite far plane projection: yes * Hardware render-to-texture: yes * Floating point textures: yes * Non-power-of-two textures: yes * Volume textures: yes * Multiple Render Targets: 4 * Point Sprites: yes * Extended point parameters: yes * Max Point Size: 63.375 Registering ResourceManager for type Texture ResourceBackgroundQueue - threading disabled Particle Renderer Type 'billboard' registered Termination handler: uncaught exception! *-*-* OGRE Shutdown *** ERROR: An exception has been thrown! ----------------------------------- Details: ----------------------------------- Error #: 8 Function: ResourceGroupManager::openResource Description: Cannot locate resource GUIScheme.xsd in resource group General or any other group.. File: OgreResourceGroupManager.cpp Line: 598 Stack unwinding: <<beginning of stack>> Press Enter to continue! |
From: Daniel S. <dan...@gm...> - 2006-12-01 10:41:15
|
I hope you make a clone from the netdevil Logo für Hyperial or Amananth ;) Am Freitag, den 01.12.2006, 06:25 +0100 schrieb Gary Luck: > Kay, found something :-) > > Sorry for bugging you folks. > > Regards, > Gary > > Gary Luck schrieb: > > Hi list, > > because our leader gave us order to remove stuff that infringes copyright I was working on a new faction > > logo for the octavius faction. But it seams as I need a little help with it because of a lack of > > creativity :-) > > > > http://ontheserver.de/temp/show.htm > > > > I have no idea what I should place in the middle. Maybe a yellow star? > > > > Regards, > > Gary > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys - and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Tim B. <ab...@sl...> - 2006-12-01 09:10:56
|
The ogrenew from cvs is for CEGUI5.0 and NOT stable, and cegui_mk2 (0.4.1) won't work on cvs ogre - so they are mutually exclusive. That might be your problem right there.=20 I'm going to show you the README in ./deps of the code cleanup I just wrote. I'm also updating all the source to cross-compile for that other operating system.=20 BTW: TinyXML is not to be build - it has to be compiled into the project.=20 [README] The OpenGate dependencies to be downloaded and build: <directory> <package version> <website> Basically, what you do is extract every package right here in the ./deps directory. ./ogrenew OGRE 1.2.4 Linux www.ogre3d.org ./cegui_mk2 Crazy Eddie's GUI System Mk-2 Source Code www.cegui.org.uk ./libgrapple-0.9.1 libgrapple-0.9.1 opensource.linuxgamepublishing.com/grapple.php ./tinyxml TinyXML 2.5.2 www.grinninglizard.com/tinyxml/ ./ois Object Oriented Input System 0-7-2 sourceforge.net/projects/wgois/ To build Ogre please consult the Ogre Wiki for building instructions tailored to your Linux flavor. For Fedora this is the most excellent www.ogre3d.org/wiki/index.php/Detailed_Fedora_Walkthrough - written by me =3D] Good luck! Tim [/README] On Fri, 2006-12-01 at 09:46 +0100, Daniel Scheibe wrote: > I found an Error at the compile of the cegui (cegui_mk2 is the right on= e > or?) ;) > But I am actually didn=C2=B4t know why. > I will try to resolve this, I think it can be an error with ogre. >=20 > I try to make clean and rebuild cegui and ogre. >=20 > Well here is the compile error: |
From: Daniel S. <dan...@gm...> - 2006-12-01 08:46:57
|
I found an Error at the compile of the cegui (cegui_mk2 is the right one or?) ;) But I am actually didn´t know why. I will try to resolve this, I think it can be an error with ogre. I try to make clean and rebuild cegui and ogre. Well here is the compile error: Making all in src make[3]: Betrete Verzeichnis '/home/dani/ogre3d/cegui_mk2/Samples/common/src' if /bin/bash ../../../libtool --tag=CXX --mode=compile g++ -DHAVE_CONFIG_H -I. -I. -I../../../include -I../../../Samples/common/include -I../../../include -DEXT_HASH -I/usr/local/include/OGRE -I/usr/local/include -I/usr/local/include/CEGUI -g -O2 -MT CEGuiOgreBaseApplication.lo -MD -MP -MF ".deps/CEGuiOgreBaseApplication.Tpo" -c -o CEGuiOgreBaseApplication.lo CEGuiOgreBaseApplication.cpp; \ then mv -f ".deps/CEGuiOgreBaseApplication.Tpo" ".deps/CEGuiOgreBaseApplication.Plo"; else rm -f ".deps/CEGuiOgreBaseApplication.Tpo"; exit 1; fi g++ -DHAVE_CONFIG_H -I. -I. -I../../../include -I../../../Samples/common/include -I../../../include -DEXT_HASH -I/usr/local/include/OGRE -I/usr/local/include -I/usr/local/include/CEGUI -g -O2 -MT CEGuiOgreBaseApplication.lo -MD -MP -MF .deps/CEGuiOgreBaseApplication.Tpo -c CEGuiOgreBaseApplication.cpp -fPIC -DPIC -o .libs/CEGuiOgreBaseApplication.o CEGuiOgreBaseApplication.cpp: In constructor 'CEGuiOgreBaseApplication::CEGuiOgreBaseApplication()': CEGuiOgreBaseApplication.cpp:56: error: no matching function for call to 'Ogre::Root::getSceneManager(Ogre::SceneType)' /usr/local/include/OGRE/OgreRoot.h:353: note: candidates are: Ogre::SceneManager* Ogre::Root::getSceneManager(const Ogre::String&) const make[3]: *** [CEGuiOgreBaseApplication.lo] Fehler 1 make[3]: Verlasse Verzeichnis '/home/dani/ogre3d/cegui_mk2/Samples/common/src' make[2]: *** [all-recursive] Fehler 1 make[2]: Verlasse Verzeichnis '/home/dani/ogre3d/cegui_mk2/Samples/common' make[1]: *** [all-recursive] Fehler 1 make[1]: Verlasse Verzeichnis '/home/dani/ogre3d/cegui_mk2/Samples' make: *** [all-recursive] Fehler 1 dani@erde:~/ogre3d/cegui_mk2$ > You actually had a successful compile! > now run it from the debug directory - there is no real error handling on > the configuration loading. > > That should be fixed in the code cleanups > > ./src/opengate-client > > that should work. > > On Fri, 2006-12-01 at 00:06 +0100, Daniel Scheibe wrote: > > After I have Problems to run the actual svn client I try to compile and > > run on the Ubuntu Box, but here I can´t run them too. > > > > Anyone able to build and run the svn? > > I check out configure and run but it doesn´t work from debug or root > > > > Here is the Log: > > > > root@erde:/home/dani/opensvn/opengate/debug/src# ./opengate-client > > ----------- > > Statring up > > ----------- > > Creating resource group General > > Creating resource group Internal > > Creating resource group Autodetect > > Registering ResourceManager for type Material > > Registering ResourceManager for type Mesh > > Registering ResourceManager for type Skeleton > > MovableObjectFactory for type 'ParticleSystem' registered. > > Loading library libOgrePlatform.so > > OverlayElementFactory for type Panel registered. > > OverlayElementFactory for type BorderPanel registered. > > OverlayElementFactory for type TextArea registered. > > Registering ResourceManager for type Font > > ArchiveFactory for archive type FileSystem registered. > > ArchiveFactory for archive type Zip registered. > > DevIL version: Developer's Image Library (DevIL) 1.6.7 Jun 21 2006 > > DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg > > lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw > > rgb rgba tga vda icb vst tif tiff wal xpm raw > > Registering ResourceManager for type HighLevelGpuProgram > > Registering ResourceManager for type Compositor > > MovableObjectFactory for type 'Entity' registered. > > MovableObjectFactory for type 'Light' registered. > > MovableObjectFactory for type 'BillboardSet' registered. > > MovableObjectFactory for type 'ManualObject' registered. > > MovableObjectFactory for type 'BillboardChain' registered. > > MovableObjectFactory for type 'RibbonTrail' registered. > > *-*-* OGRE Initialising > > *-*-* Version 1.2.4 (Dagon) > > Loading library /usr/lib/OGRE/RenderSystem_GL.so > > OpenGL Rendering Subsystem created. > > Segmentation fault (core dumped) > > > > > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys - and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Tim B. <ab...@sl...> - 2006-12-01 07:06:21
|
Run it from the debug directory thats where the config files are... On Fri, 2006-12-01 at 02:50 +0100, Daniel Scheibe wrote: > OK here is the debug log :-( > > *************************** > *** GL Renderer Started *** > *************************** > Registering ResourceManager for type GpuProgram > GLSL support detected > GL: Using GL_EXT_framebuffer_object for rendering to textures (best) > FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 > FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 > FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 > FBO PF_R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_A8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_B8G8R8A8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_A2R10G10B10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_A2B10G10R10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_X8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_X8B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 > FBO PF_SHORT_RGBA depth/stencil support: D0S0 D24S0 D32S0 > FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 > [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 > PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 > PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA > PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 > RenderSystem capabilities > ------------------------- > * Hardware generation of mipmaps: yes > * Texture blending: yes > * Anisotropic texture filtering: yes > * Dot product texture operation: yes > * Cube mapping: yes > * Hardware stencil buffer: yes > - Stencil depth: 8 > - Two sided stencil support: yes > - Wrap stencil values: yes > * Hardware vertex / index buffers: yes > * Vertex programs: yes > - Max vertex program version: vp40 > * Fragment programs: yes > - Max fragment program version: fp40 > * Texture Compression: yes > - DXT: yes > - VTC: yes > * Scissor Rectangle: yes > * Hardware Occlusion Query: yes > * User clip planes: yes > * VET_UBYTE4 vertex element type: yes > * Infinite far plane projection: yes > * Hardware render-to-texture: yes > * Floating point textures: yes > * Non-power-of-two textures: yes > * Volume textures: yes > * Multiple Render Targets: 4 > * Point Sprites: yes > * Extended point parameters: yes > * Max Point Size: 63.375 > Registering ResourceManager for type Texture > ResourceBackgroundQueue - threading disabled > Particle Renderer Type 'billboard' registered > Termination handler: uncaught exception! > *-*-* OGRE Shutdown > *** ERROR: An exception has been thrown! > > ----------------------------------- > Details: > ----------------------------------- > Error #: 8 > Function: ResourceGroupManager::openResource > Description: Cannot locate resource GUIScheme.xsd in resource group > General or any other group.. > File: OgreResourceGroupManager.cpp > Line: 598 > Stack unwinding: <<beginning of stack>> > Press Enter to continue! > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Gary L. <Ult...@gm...> - 2006-12-01 05:24:45
|
Kay, found something :-) Sorry for bugging you folks. Regards, Gary Gary Luck schrieb: > Hi list, > because our leader gave us order to remove stuff that infringes copyright I was working on a new faction > logo for the octavius faction. But it seams as I need a little help with it because of a lack of > creativity :-) > > http://ontheserver.de/temp/show.htm > > I have no idea what I should place in the middle. Maybe a yellow star? > > Regards, > Gary > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Gary L. <Ult...@gm...> - 2006-12-01 03:42:46
|
Hi list, because our leader gave us order to remove stuff that infringes copyright I was working on a new faction logo for the octavius faction. But it seams as I need a little help with it because of a lack of creativity :-) http://ontheserver.de/temp/show.htm I have no idea what I should place in the middle. Maybe a yellow star? Regards, Gary |
From: Daniel S. <dan...@gm...> - 2006-12-01 01:51:05
|
OK here is the debug log :-( *************************** *** GL Renderer Started *** *************************** Registering ResourceManager for type GpuProgram GLSL support detected GL: Using GL_EXT_framebuffer_object for rendering to textures (best) FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 FBO PF_R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 FBO PF_B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 FBO PF_A8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_B8G8R8A8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_A2R10G10B10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_A2B10G10R10 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D24S0 D32S0 FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D24S0 D32S0 FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D24S0 D32S0 FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D24S0 D32S0 FBO PF_X8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_X8B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 Packed-D24S8 FBO PF_SHORT_RGBA depth/stencil support: D0S0 D24S0 D32S0 FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 RenderSystem capabilities ------------------------- * Hardware generation of mipmaps: yes * Texture blending: yes * Anisotropic texture filtering: yes * Dot product texture operation: yes * Cube mapping: yes * Hardware stencil buffer: yes - Stencil depth: 8 - Two sided stencil support: yes - Wrap stencil values: yes * Hardware vertex / index buffers: yes * Vertex programs: yes - Max vertex program version: vp40 * Fragment programs: yes - Max fragment program version: fp40 * Texture Compression: yes - DXT: yes - VTC: yes * Scissor Rectangle: yes * Hardware Occlusion Query: yes * User clip planes: yes * VET_UBYTE4 vertex element type: yes * Infinite far plane projection: yes * Hardware render-to-texture: yes * Floating point textures: yes * Non-power-of-two textures: yes * Volume textures: yes * Multiple Render Targets: 4 * Point Sprites: yes * Extended point parameters: yes * Max Point Size: 63.375 Registering ResourceManager for type Texture ResourceBackgroundQueue - threading disabled Particle Renderer Type 'billboard' registered Termination handler: uncaught exception! *-*-* OGRE Shutdown *** ERROR: An exception has been thrown! ----------------------------------- Details: ----------------------------------- Error #: 8 Function: ResourceGroupManager::openResource Description: Cannot locate resource GUIScheme.xsd in resource group General or any other group.. File: OgreResourceGroupManager.cpp Line: 598 Stack unwinding: <<beginning of stack>> Press Enter to continue! |
From: Daniel S. <dan...@gm...> - 2006-11-30 23:06:22
|
After I have Problems to run the actual svn client I try to compile and run on the Ubuntu Box, but here I can´t run them too. Anyone able to build and run the svn? I check out configure and run but it doesn´t work from debug or root Here is the Log: root@erde:/home/dani/opensvn/opengate/debug/src# ./opengate-client ----------- Statring up ----------- Creating resource group General Creating resource group Internal Creating resource group Autodetect Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. Loading library libOgrePlatform.so OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. DevIL version: Developer's Image Library (DevIL) 1.6.7 Jun 21 2006 DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. *-*-* OGRE Initialising *-*-* Version 1.2.4 (Dagon) Loading library /usr/lib/OGRE/RenderSystem_GL.so OpenGL Rendering Subsystem created. Segmentation fault (core dumped) |
From: Daniel S. <dan...@gm...> - 2006-11-30 22:06:12
|
It works now, bootstrip say 2.50 or above but only check after 2.50 not above. I change the bootstrap check to after 2.60 The Autoconf File Name ist Autoconf2.50, but the Version is 2.60 hmpf > Sorry, I'm not on Ubutnu, but gentoo has a mechanism name > WANT_AUTOCONF="2.50" to specify a version. Maybe this helps? Maybe > something like this exists on Ubuntu? > > Am Donnerstag, den 30.11.2006, 14:02 +0100 schrieb Daniel Scheibe: > > I try to compile the ois on the ubuntuu Box, but I am not abled, because > > it need Autoconf2.50 or Above. > > > > Autconf -V Says: > > autoconf (GNU Autoconf) 2.60 > > Written by .... > > Copyright ... > > > > Autoconf2.50 chosen by Debian Wrapper script > > For more informatinon and Tuning advice see .. > > > > Anyone any Ideas? > > > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys - and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > |
From: Christoph B. <eg...@gm...> - 2006-11-30 18:46:10
|
Sorry, I'm not on Ubutnu, but gentoo has a mechanism name WANT_AUTOCONF="2.50" to specify a version. Maybe this helps? Maybe something like this exists on Ubuntu? Am Donnerstag, den 30.11.2006, 14:02 +0100 schrieb Daniel Scheibe: > I try to compile the ois on the ubuntuu Box, but I am not abled, because > it need Autoconf2.50 or Above. > > Autconf -V Says: > autoconf (GNU Autoconf) 2.60 > Written by .... > Copyright ... > > Autoconf2.50 chosen by Debian Wrapper script > For more informatinon and Tuning advice see .. > > Anyone any Ideas? > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Gary L. <Ult...@gm...> - 2006-11-30 18:01:13
|
Christoph Brill schrieb: > Remove/rename > ANYTHING that might be protected under any copyright of NetDevil Ok. I will take care of the register formular on opacma and the xml files of commodities which include some description text from jossh. Regards, Gary |