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From: Andrea S. <an...@pi...> - 2001-02-19 14:21:24
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hi all... As you noticed the sourceforge documentation was not displaying correctly. That was not wrong. The documentation displayed is ONLY for the language you've selected in your profile (or sometimes the language of your browser). If you have an english version of the browser, try changing the document language to english, it'll be then diplayed in the "View Documentation" section. ok ? :) byebye, Andrea |
From: Andrea S. <an...@pi...> - 2001-02-07 14:29:45
|
At 15.26 07/02/01 +0100, you wrote: >>From: Andrea Santambrogio <an...@pi...> >> >>I was thinking a useful thing about the multi-language >>support of the application. > >Good idea. > >However, I'm ignoring many features of the game now, to focus on the >essentials. When we have some real stuff ready, we shall be able to add >everything we need. Setting up the templates, I've realized that even the >basic features are not that easy. I think you're right... even in particulaer things, you have to get very specific in every property the templates could have! >This afternoon I'll finally write something down. >See you tonight. finally :) see you tonite. >Dario Andrea |
From: Dario S. <dm_...@ho...> - 2001-02-07 14:26:07
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>From: Andrea Santambrogio <an...@pi...> > >I was thinking a useful thing about the multi-language >support of the application. > Good idea. However, I'm ignoring many features of the game now, to focus on the essentials. When we have some real stuff ready, we shall be able to add everything we need. Setting up the templates, I've realized that even the basic features are not that easy. This afternoon I'll finally write something down. See you tonight. Dario _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. |
From: Andrea S. <an...@pi...> - 2001-02-07 11:53:20
|
hi all... I was thinking a useful thing about the multi-language support of the application. this is mainly for sakka: no strings should appear into the application code, no unit names ecc. I'll call a .DLL function that maps an unsigned int to the required string. the .DLL can take its strings from a resource file (but this means that the .DLL must be recompiled since the .rc script is linked into the code at linking time. or sakka can write some text file parser (or extend the CConfig into a new class) that loads the resources from the file containing language dependent strings. think about this! byebye, Andrea |
From: Nightwolf <an...@pi...> - 2001-02-07 00:51:00
|
hi there guys! the first cvs import has been done on the overengine prohect! you can check it out at the overengine main page, selecting Browse CVS. byebye, Andrea PS: still many things need to be added (es: web pages, documentation, etc.) but it's a start! ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ |
From: Dario S. <dm_...@ho...> - 2001-02-06 22:02:56
|
----- Original Message -----=20 From: Reuel ShadeBreeze=20 To: ove...@li...=20 Sent: Tuesday, February 06, 2001 9:32 PM Subject: Re: [overengine-devel] 32bpp vs. 16bpp if we need transparent textures, And I think we do (the Xelcore web for example) I agree with Domi. some problems come up:=20 [THIS PROBLEMS ARE NOT DEPENDENT BY THE SCREEN DEPTH=20 SINCE IT DOESN'T AFFECT THE TEXTURE DEPTH]=20 -- problem 1 ---=20 suppose the user chooses 16bit video mode, so we are=20 supposed to load textures in format R5G6B5, but this format=20 doesn't allow alpha blending, cause the alpha channel is missing=20 as you *might* have noticed ;)=20 I doubt something else apart from me, Sakka and you has :) :)) ok... we say... I'll load'em in the other well supported=20 format.. A1R5B5G5, so this just means transparent/non-trasparent=20 but it doesn't allow transparency gradients!!!=20 I think this shouldn't be a problem since, as you said before, special = FX are different, and usually alpha blending is used in explosions, = flames, forcefields, etc.=20 solution 1: loading off screen textures in 32bpp anyway, that means=20 A8R8G8B8, very good, but shall I waste memory on the poor user's=20 system?=20 Consider the average PC now has 64Mb RAM. Can we fit textures in? But, consider we will have LOTS of textures, and maybe these 8bpp could = make the difference. I have no idea how much the textures will take, but = I guess 64MB aren't so many, after all. solution 2: let the user choose both texture depth and screen depth=20 ---------------=20 -- problem 2 --=20 if we need transparent gradient images in the GUI, things get a bit=20 weird.=20 in fact, if the user chooses 16bpp for screen and 16bpp for = textures,=20 the GUI will be screwed up!=20 it's because the GUI images are textures either! because texturing = is=20 the only way to make an image transparent in the new fuckin DirectX=20 Graphics.=20 solution 1: loading off screen textures in 32bpp anyway, that means=20 A8R8G8B8, very good, but shall I waste memory on the poor user's=20 system? [SAME AS PROBLEM 1]=20 solution 2: just load GUI images always at 32bpp=20 If we need transparency gradients, we NEED 32bpp. Period. So, I = suggest GUI images being at 32bpp by default. Remember: the GUI is not very big! Compare the size of a bunch of = buttons to the size of at least eight units templates! :) ---------------=20 please, help me outta here, dudes :)=20 Domi Dude reporting, sir! :) Gogogo! :) My final suggestion: Normal textures: selectable depth GUI textures: 32bpp This is my opinion, too Dario |
From: Reuel S. <hh...@li...> - 2001-02-06 20:31:29
|
<html><head></head><body> <blockquote type="cite" cite="mid:5.0...@ma...">if we need transparent textures,</blockquote> And I think we do (the Xelcore web for example)<br> <br> <blockquote type="cite" cite="mid:5.0...@ma..."> some problems come up: <br> <br> [THIS PROBLEMS ARE NOT DEPENDENT BY THE SCREEN DEPTH <br> SINCE IT DOESN'T AFFECT THE TEXTURE DEPTH] <br> <br> -- problem 1 --- <br> suppose the user chooses 16bit video mode, so we are <br> supposed to load textures in format R5G6B5, but this format <br> doesn't allow alpha blending, cause the alpha channel is missing <br> as you *might* have noticed ;) </blockquote> I doubt something else apart from me, Sakka and you has :)<br> <blockquote type="cite" cite="mid:5.0...@ma..."><br> <br> ok... we say... I'll load'em in the other well supported <br> format.. A1R5B5G5, so this just means transparent/non-trasparent <br> but it doesn't allow transparency gradients!!! </blockquote> I think this shouldn't be a problem since, as you said before, special FX are different, and usually alpha blending is used in explosions, flames, forcefields, etc.<br> <blockquote type="cite" cite="mid:5.0...@ma..."><br> <br> solution 1: loading off screen textures in 32bpp anyway, that means <br> A8R8G8B8, very good, but shall I waste memory on the poor user's <br> system? </blockquote> Consider the average PC now has 64Mb RAM. Can we fit textures in?<br> <blockquote type="cite" cite="mid:5.0...@ma..."><br> <br> solution 2: let the user choose both texture depth and screen depth <br> --------------- <br> <br> -- problem 2 -- <br> if we need transparent gradient images in the GUI, things get a bit <br> weird. <br> <br> in fact, if the user chooses 16bpp for screen and 16bpp for textures, <br> the GUI will be screwed up! <br> <br> it's because the GUI images are textures either! because texturing is <br> the only way to make an image transparent in the new fuckin DirectX <br> Graphics. <br> <br> solution 1: loading off screen textures in 32bpp anyway, that means <br> A8R8G8B8, very good, but shall I waste memory on the poor user's <br> system? [SAME AS PROBLEM 1] <br> <br> solution 2: just load GUI images always at 32bpp </blockquote> If we need transparency gradients, we NEED 32bpp. Period. So, I suggest GUI images being at 32bpp by default.<br> Remember: the GUI is not very big! Compare the size of a bunch of buttons to the size of at least eight units templates! :)<br> <blockquote type="cite" cite="mid:5.0...@ma..."><br> --------------- <br> <br> please, help me outta here, dudes :) </blockquote> Domi Dude reporting, sir! :) Gogogo! :)<br> My final suggestion:<br> <b>Normal textures: selectable depth<br> GUI textures: 32bpp</b><br> <blockquote type="cite" cite="mid:5.0...@ma..."></blockquote> Bye all guys!<br> Domi<br> </body></html> |
From: Nightwolf <an...@pi...> - 2001-02-06 19:30:52
|
hi there guyz... since i am always thinkin, i got stuck into a quite serious problem we have to solve together. the depth of the screen and the textures, now I'll explain you why. the first thing to point out is if we need trasparent textures or not (special FX are a thing apart, these in fact can make textures transparent with a special algo!). if we need transparent textures, some problems come up: [THIS PROBLEMS ARE NOT DEPENDENT BY THE SCREEN DEPTH SINCE IT DOESN'T AFFECT THE TEXTURE DEPTH] -- problem 1 --- suppose the user chooses 16bit video mode, so we are supposed to load textures in format R5G6B5, but this format doesn't allow alpha blending, cause the alpha channel is missing as you *might* have noticed ;) ok... we say... I'll load'em in the other well supported format.. A1R5B5G5, so this just means transparent/non-trasparent but it doesn't allow transparency gradients!!! solution 1: loading off screen textures in 32bpp anyway, that means A8R8G8B8, very good, but shall I waste memory on the poor user's system? solution 2: let the user choose both texture depth and screen depth --------------- -- problem 2 -- if we need transparent gradient images in the GUI, things get a bit weird. in fact, if the user chooses 16bpp for screen and 16bpp for textures, the GUI will be screwed up! it's because the GUI images are textures either! because texturing is the only way to make an image transparent in the new fuckin DirectX Graphics. solution 1: loading off screen textures in 32bpp anyway, that means A8R8G8B8, very good, but shall I waste memory on the poor user's system? [SAME AS PROBLEM 1] solution 2: just load GUI images always at 32bpp --------------- please, help me outta here, dudes :) byebye, Andrea ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ |
From: Andrea S. <an...@pi...> - 2001-02-06 09:15:21
|
hi there, guys.... the CVSROOT has finally been created on sourceforge. to access it, follow the instructions on the site, in the meantime I will import the projcet sources I'm working on! byebye, Andrea |
From: Steph <bu...@ga...> - 2001-02-02 19:04:59
|
tutto ok, scusate se non ho risposto prima ----- Original Message ----- From: "Nightwolf" <an...@pi...> To: <ove...@li...> Sent: Friday, February 02, 2001 12:12 AM Subject: [overengine-devel] prova prova :) Questa è una mail di prova per la mailing list.. overengine-devel rispondete tutti per favore... grazie byebye, Andrea PS: per il momento lgi iscritti sono sakka, io, domi, fabio e steph ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ _______________________________________________ overengine-devel mailing list ove...@li... http://lists.sourceforge.net/lists/listinfo/overengine-devel |
From: Dario S. <dm_...@ho...> - 2001-02-02 11:29:30
|
>Questa è una mail di prova per la mailing list.. overengine-devel > >rispondete tutti per favore... grazie > >byebye, > Andrea > >PS: per il momento lgi iscritti sono sakka, io, domi, fabio e steph ricevo forte e chiaro passo e chiudo _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. |
From: Nightwolf <an...@pi...> - 2001-02-01 23:48:18
|
hi all this is just a test to verify if the mailing list works I take the occasion to remind you that all the postings on this ML must be sent in English :) please, each of you reply this message byebye, Andrea ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ |
From: Nightwolf <an...@pi...> - 2001-02-01 23:28:04
|
Questa =E8 una mail di prova per la mailing list.. overengine-devel rispondete tutti per favore... grazie byebye, Andrea PS: per il momento lgi iscritti sono sakka, io, domi, fabio e steph ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ |
From: Nightwolf <an...@pi...> - 2001-02-01 23:12:09
|
Questa =E8 una mail di prova per la mailing list.. overengine-devel rispondete tutti per favore... grazie byebye, Andrea PS: per il momento lgi iscritti sono sakka, io, domi, fabio e steph ]-------------------------------------------------------------[ -> a.k.a. N|ghtW0|f <- -> Web-Site(s): http://fade.to/fetchmp3/ <- -> E-Mail: nig...@my... <- -> UIN (ICQ #): 3363525 <- ]-------------------------------------------------------------[ |