Old SFML SDK ?
Well do you want me to update used SFML to newest one ( something like 2.* ? )
Yep, could you?
Old SFML SDK ?
Well do you want me to update used SFML to newest one ( something like 2.* ? )
I need to get workign package for OpenSuse, I mean there are binaries of their www site , but I don't want to break my package layout on hdd .. .
In 'models/'
Claimed_0.mesh
Claimed_00001110.mesh
Claimed_10000000.mesh
Claimed_10001000.mesh
Claimed_10001111.mesh
Claimed_11111111.mesh
Dirt_0.mesh
Dirt_00000000.mesh
Dirt_00001000.mesh
Dirt_00001110.mesh
Dirt_10001000.mesh
Dirt_10001111.mesh
Dirt_11111111.mesh
Water_00000010.mesh
Water_00001110.mesh
Water_00100010.mesh
Water_11100011.mesh
Water_11111111.mesh
You must install properly the NST. Go to . Download tarball ( bottom of the page ) and
unpack its content to media dir. If you have done that already, ensure that you have
renamed one of the alternative Tile's postfixes ( *a | *b ) to their normal name. So
Dirt_10001000a.mesh | Dirt_10001000b.mesh -> Dirt_10001000.mesh , just pick one and rename
as needed. Repeat on similar exceptions until success .
Currenltly Windows version is quite complicated to build , the user Bertram promises to
deliver auto-build system for Win, so we have nightly builds after every code's
commit. Let keep him by this promise .
Noun
suffix (plural suffixes)
One or more letters or sounds added at the end of a word to modify the word's meaning.
The suffix "-able" changes "sing" into "singable".
(mathematics) A subscript.
NST is New Scorpio Tileset as opposed to the old one set from version below 4.8 , and those are blender models of walls , terrain , rocks ( moved to Ogre3d format) etc .... in shape of a cube but I extrude that in OD code to be higher than creatures . Each NST must known it's eight neigbourhood Tiles , that is whether to put closed ( empty space ) or opened ( hole) mesh , that's why in the filename there must be some like 001010010.
If you are bored with this just download my test linux package and http://sourceforge.net/projects/opendun ... z/download replace it with it's >>models<< directory .
A pity I have mainly access to the WindowsXp,
Do you still get empty space instead of Tiles ?
I've been watching the videos you've made and here is what I've got:
- I think no tiles are displayed correctly (but I need to copy your models/ folder and try again, first).
- The minimap isn't displayed. (just a square randomly changing color according to the field of view you've got.)
- The field of view I have is full top-down while you had something more in perspective in your videos, and you were able to rotate/zoom.
I couldn't find the keys to do that so far, but I'll need to check the help maybe.
- The mouse is working and I can grab creatures, yet, the wall selection rectangle is behaving weirdly (not always appearing). I don't know whether it's because of the current field of view.
I noticed you also had missing tiles on your videos, and that certain tiles were disappearing when zooming in. Do you think we could concentrate on fixing this and add a zero-user-config working NST in the media repo?
I'll also provide you the missing glsl files needed to make the game start with ogre 1.9, but could you tell me more about my patch first?
You must hold LMB and drag coursor in the screen margin ( top, down , right , left ) . ( like 5% screen is for this)
It's problem of culling, by default it's disabled.
Your patch fine, you can commit it.
A little bird told me that this is a working version for Windows? Is that correct? if so; Awesome!
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