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Summer news :)

PostPosted: 13 Aug 2014, 09:27
by Bertram
Heya,

I just saw the summer news on the open dungeons website. The text is cool, but I do think adding a few images would help.

Need some?

Re: Summer news :)

PostPosted: 13 Aug 2014, 11:11
by Danimal
I had them!! but they dont show :cry: Today im near a computer so ill try to fix them.

By the way, what did we miss in the downtime?

I have a concept for a new cannon but need to know if the whole model spins to face enemy or just a part of it. Just a part of it would be cooler, so the cannon "feet" can look like anchored, else i need to do a bigger circular feet.
But if only the upper part rotated the effect would be better, it could also be coded for it to rotare around lazily when idle and rotate faster when enemy enters fire range to engage.

I also do have a few more concepts for forge active spot machines and poison trap.

Re: Summer news :)

PostPosted: 13 Aug 2014, 11:48
by Akien
Danimal {l Wrote}:By the way, what did we miss in the downtime?

Mostly bug fixes for the small issues we discovered while testing the multiplayer mode on Friday: betting input support in the chat box, some models that we not showing (cannon trap), see: https://github.com/OpenDungeons/OpenDungeons/pull/59

BTW, don't hesitate to click "Watch" on the github repo to get an email for each new comment in github issues. It's not that big a traffic (maybe 10-20 mails a day on busy days, but most in the same threads so if you have a good email client or webmail with filters, it's not that much), and a big part of it is interesting even if you're not tech-savvy (I'm not, but I still find it interesting to see how features and bugs are discussed).

I would strongly recommend it for paul at least, since he's a developer. Most of the development effort happens in this issue list, so you should join it and share the fun :-)

Re: Summer news :)

PostPosted: 13 Aug 2014, 12:31
by Danimal
There is no way to put the pics to work in homepage, i already contacted Elvano, we will need to wait for him.

Re: Summer news :)

PostPosted: 13 Aug 2014, 12:37
by Bertram
Ah ok. Yeah, let's wait for him. Thanks for the piece of news!

Re: Summer news :)

PostPosted: 13 Aug 2014, 13:08
by Danimal
Excuse the crappines, but its just a concept, it ill get better when i model it ;)

See what i meant with the cannon, either some clamping feets or a round platflorm; it depends on you coders :)
A poison trap (the one with two cilinders)
And for active spots in forge; a workench, an anvil with whetstone and an automatic iron bar funder

Re: Summer news :)

PostPosted: 13 Aug 2014, 13:09
by Bertram
And if we have two models? One fixed part, and one rotated part?

Re: Summer news :)

PostPosted: 13 Aug 2014, 13:21
by Danimal
sure, spliting it into feet and turret could also work

Re: Summer news :)

PostPosted: 13 Aug 2014, 15:11
by Bertram
Let's do that then. But note that the model shown on paper (on the right) doesn't look like it was made to rotate 360° because of the back arch on the static part.

Re: Summer news :)

PostPosted: 13 Aug 2014, 17:16
by Danimal
Dont worry, ill work it out when the time comes :)

Re: Summer news :)

PostPosted: 13 Aug 2014, 18:54
by Elvano
Danimal {l Wrote}:There is no way to put the pics to work in homepage, i already contacted Elvano, we will need to wait for him.


Your pictures were there, and I couldn't figure why they wouldn't just show up.
Turns out I had not added the img tag to the default permissions.

Re: Summer news :)

PostPosted: 13 Aug 2014, 21:24
by Bertram
Nice work, Elvano :)

Re: Summer news :)

PostPosted: 13 Aug 2014, 22:36
by Danimal
Bad, bad Elvano! You made me scratch my head for awhile ;) Thanks for the fixing

Re: Summer news :)

PostPosted: 13 Aug 2014, 22:47
by Bertram
Btw, I just created a stable branch (as opposition to 'development') on the official repository.

Once in a while, when the development branch is rather 'stable', I'll merge it back there so people can try a binary without the usual headaches due to cruel and crazy devs like us. ;)
We may refine and precise how to maintain stable later, but for now, it's not a big priority.

Regards,

Re: Summer news :)

PostPosted: 17 Aug 2014, 12:00
by Danimal
So much silence around here, i guess we are all having some good deserved holidays :)

Re: Summer news :)

PostPosted: 18 Aug 2014, 09:34
by Bertram
Yeah! But Hwoarangmy is on the run, and Akien and I are having a hard time trying to test all the things he's making. ;)

There is a good chance that I'll make a new rolling release this week, after we merge his latest work, since it should fix the remaining segfaults we've seen (or at least the main ones.)
I'm sure you will love it. :)

Re: Summer news :)

PostPosted: 18 Aug 2014, 11:46
by hwoarangmy
Hi,

Sorry for giving you work ;)
I'm on the hatchery right now. Is there some icon for this room ? I'm currently using the library one but it would be better with a specific icon.

Re: Summer news :)

PostPosted: 18 Aug 2014, 12:20
by Danimal
I'm sure you will love it.

Cool ;)

I'm on the hatchery right now. Is there some icon for this room ? I'm currently using the library one but it would be better with a specific icon.

I think there is not yet; these are the most fitting ones i found:
http://game-icons.net/lorc/originals/chicken-leg.html
http://game-icons.net/lorc/originals/bird-twitter.html
http://game-icons.net/lorc/originals/roast-chicken.html

I like the first two ones better than the last one. Then Bertram can do his magic on it to make it look like the others :) .

Re: Summer news :)

PostPosted: 18 Aug 2014, 14:20
by Bertram
Hi there,

Shazaamm,
I've made a first version of the how-to, feel free to tell me what feels wrong with it:
OpenDungeons-icons-howto.pdf
(59.76 KiB) Downloaded 685 times


Here is the icon, btw:
chicken-leg2.png


The icon will need to be resized and added into 'gui/OpenDungeonsIcons.png' as a max 56x56 file (to respect the padding). (choose either the width up to 56, or the height.)
Then you'll have to add the resources in the CEGUI corresponding imageset file: OpenDungeonsIcons.imageset
i.e:

{l Code}: {l Select All Code}
   <Image name="HatcheryButton" width="60" height="60" xPos="187" yPos="97" />

xPos and yPos are depending on where you put the icon in the mother image, of course.

Once, we're ok with the tutorial, I'll add it to the wiki.

Best regards,

Re: Summer news :)

PostPosted: 18 Aug 2014, 16:24
by hwoarangmy
Ok, I will have a look. I had already done the steps from OpenDungeonsIcons.imageset but I had set the position from the library icon :)

Re: Summer news :)

PostPosted: 18 Aug 2014, 16:57
by Bertram
Well, by re-reading it, there are a few grammar mistakes and typos, I'll fix that asap. Also, you might need to tweak the upper layer brightness/saturation values to get the right metallic feeling. I'll add that as well. Hope it will help, though. :)

Re: Summer news :)

PostPosted: 18 Aug 2014, 17:21
by hwoarangmy
Well, if you do that, could you also post OpenDungeonsIcons.png (I have done the other steps) ?
If you want, once you have finished, I can read the how to and tell you if I find it understandable ;)

Re: Summer news :)

PostPosted: 18 Aug 2014, 22:55
by Bertram
Here it is: :)

OpenDungeonsIcons.png


Regards,

Re: Summer news :)

PostPosted: 18 Aug 2014, 23:05
by Bertram
I'll upgrade the tutorial, as I forgot to add the shadow outline, and about the light red gloss. You should always take notes when doing stuff. ;)

Re: Summer news :)

PostPosted: 19 Aug 2014, 08:52
by Bertram
A new attempt with the second icon. I think this one is looking better and better understandable at a size of 50x50:
OpenDungeonsIcons.png


Here is the upgraded tutorial:
OpenDungeons-icons-howto.pdf
(80.81 KiB) Downloaded 668 times


Regards, :)