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From: Timothy P. <tim...@gm...> - 2005-04-01 02:04:08
|
Okay, A better-looking website is up and im beginning to move content onto it :) its almost entirely static (except for wiki) and a few iframes to make my life easier (i.e menu) as sourceforge can be a bit slow for dynamic imo. Regardless, will slowly move our ideas into formats people can appreciate, and get some different coloured stylesheets up (at least an inverse one for now :) ) Regards, Tim |
From: George M. <dr...@bl...> - 2005-03-20 06:12:07
|
right now lua works with the orpg console... if we really want we can probably change this to ruby, but there are good reasons for using lua. Currently we have these binds.... con_echo(<string>) echo a string back to the console con_show() pop up the console con_hide() hide the console con_transparent() make the console transparent con_opaque() make the console opaque quit() quit orpgb ESC will quit at any point, F1 toggles the console and F2 toggles console transparency. |
From: Timothy P. <de...@ne...> - 2005-03-12 14:08:29
|
Ok, so shall i delete the entire CVS & create 5 different empty projects = there with the various names? Will wait for confirmation before I do but should= n't be too much trouble. Toolkit looks reasonable to me and should all be able to run in Windows. = Im just downlaoding CEGUI, Ogre and Eclipse to see if I can get the current CVS t= o run. CVS =3D CVSROOT, putting stuff in the module directories created (that wa= y cvs co module gets the entire stuff relevant to the module) I think? By the custom libs do you mean enable CEGUI support? Sounds like a lot of= fun :( Im in IRC when I can, but I left ICQ/MSN On at Uni so cant get onto that = @ w/e. Cheers, Tim Quoting George Mochrie <dr...@bl...>: the toolkit... gfx and various low level stuff: ogre interface: cegui physics: ode sound: openal network: hawknl? scripting: lua? ...and preferred IDE (eclipse) have been more or less decided on. The lack of automake support in eclipse is both a blessing and a curse. It complicates the build process on *nix, but the same build process should work on windows too. Together with the cross platform natures of all the other components this should make building on windows a relativly simple affair, requiring only specifying the correct build settings for each project. ogre 1.0 requires CEGUI 0.2 for it's user interface components and there is no deb. As I write this I am compiling my own versions of CEGUI and ogre (not for installation) to link orpg against. This is a pain but does allow us more control over the final binaries. I'll post instructions on building these 2 libs on debian once i have done it myself. It may be an idea to use custom versions of more of the libraries we use, perhaps even down to things like libjpeg. For now something that works with the GUI would be good :) um, i think i kinda messed up with cvs... where do i put stuff? we could do with scrubbing CVS TBH. Eclipse seems to have it's own way of doing things... we can share the same workspace via CVS, currently I have the ogre and CEGUI libraries in the workspace too, but as long as you tell CVS to ignore those directories it should be fine. Then all our options and settings will be shared. Currently orpg is 5 projects... orpgs (server) - The server process, will required ode and possible ogre too to be able to handle the 3d environment of the game. orpgc (player client) - The game orpga (admin client) - Like the NWN dmclient orpgb (world builder) - Models and maps and the like can be designed elsewhere, but they all get tied together into the game here. liborpg (game engine) - Provides a layer above the various libaries to provide a game engine. I'm still learning all of the stuff here, some of it i've not even started on. there's a lot more to write, but i'll do it later ;) ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick _______________________________________________ Orpg-devel mailing list Orp...@li... https://lists.sourceforge.net/lists/listinfo/orpg-devel |
From: George M. <dr...@bl...> - 2005-03-12 07:43:21
|
the toolkit... gfx and various low level stuff: ogre interface: cegui physics: ode sound: openal network: hawknl? scripting: lua? ...and preferred IDE (eclipse) have been more or less decided on. The lack of automake support in eclipse is both a blessing and a curse. It complicates the build process on *nix, but the same build process should work on windows too. Together with the cross platform natures of all the other components this should make building on windows a relativly simple affair, requiring only specifying the correct build settings for each project. ogre 1.0 requires CEGUI 0.2 for it's user interface components and there is no deb. As I write this I am compiling my own versions of CEGUI and ogre (not for installation) to link orpg against. This is a pain but does allow us more control over the final binaries. I'll post instructions on building these 2 libs on debian once i have done it myself. It may be an idea to use custom versions of more of the libraries we use, perhaps even down to things like libjpeg. For now something that works with the GUI would be good :) um, i think i kinda messed up with cvs... where do i put stuff? we could do with scrubbing CVS TBH. Eclipse seems to have it's own way of doing things... we can share the same workspace via CVS, currently I have the ogre and CEGUI libraries in the workspace too, but as long as you tell CVS to ignore those directories it should be fine. Then all our options and settings will be shared. Currently orpg is 5 projects... orpgs (server) - The server process, will required ode and possible ogre too to be able to handle the 3d environment of the game. orpgc (player client) - The game orpga (admin client) - Like the NWN dmclient orpgb (world builder) - Models and maps and the like can be designed elsewhere, but they all get tied together into the game here. liborpg (game engine) - Provides a layer above the various libaries to provide a game engine. I'm still learning all of the stuff here, some of it i've not even started on. there's a lot more to write, but i'll do it later ;) |
From: Timothy P. <t.p...@ne...> - 2005-03-09 14:23:58
|
Just got the Water Example running, bit more complex but really nice :) Had a few problems finding libraries (Fudged) but I think that was an ldconfig issue. Tim |
From: George M. <dr...@bl...> - 2005-03-04 22:14:41
|
this thing working? |