New release (version 0.4.2)

New release (version 0.4.2)

Postby Skorpio » 23 Apr 2010, 18:47

What do you think, shall we prepare a new release? I'd like to make my media pack available, so that everybody can get an impression of the changes which I've made. And I really need a version of OD with functional animations.
Last edited by Skorpio on 28 Apr 2010, 18:15, edited 1 time in total.
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Re: New release

Postby TheAncientGoat » 23 Apr 2010, 19:58

I'm all for this, the more releases the better.
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Re: New release

Postby andrewbuck » 23 Apr 2010, 21:43

I agree it is about time to prepare a release again as well. I will have to walk back to work to get my laptop to build the code for windows, but that is no problem.

One question though is, now that we will be using svn for tracking the media content, do we still need to prepare media packs or do we just have people pull the latest content from svn and only use the sourceforge download system for the executable, or should we just put this in the SVN tree as well? I think we should probably still make a .zip file available but we should just do the content and everything (except maybe the DLL files) in one package. This allows the development team to keep up with the "cutting edge" version of the game and media, whist still allowing the general public and easy way to get the game.

-Buck
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Re: New release

Postby svenskmand » 24 Apr 2010, 01:02

I think that we should have a single zip-version for the general public to use, and then developers or other interested parties can compile the newest development version them self from git and svn.
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Re: New release

Postby Skorpio » 24 Apr 2010, 17:51

So shall I send you my media pack, so that you can merge it with the other zips? I'd have to upload it to SF then, because it's probably too big for an e-mail.
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Re: New release

Postby andrewbuck » 24 Apr 2010, 20:25

Here is the executable and corresponding level file for version 0.4.2 the latest release of OpenDungeons. You will need to add a few meshes to the media forlder before you put the release together, specifically Bed.mesh, and Treasury.mesh. Also there seem to be some textures missing from the materials file. If you run opendungeons from a terminal in windows with the following command:

./MapEditor > output.txt 2> errors.txt

You will be able to see what materials are missing in the errors.txt file. Actually I think most of the errors (if not all of them) should show up in the ogre errors file, however any that I have thrown my self will not. The material errors are thrown by ogre though. I get a lot of crashes on this computer with that exectuable but it may just be this system. Lets get it released and see what happens.

-Buck
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0.4.2.zip
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Re: New release

Postby Skorpio » 25 Apr 2010, 15:58

I had some trouble updating my own test level to the new format. OGRE couldn't load the level, I think because I forgot to give some creatures hp and mana. Now it can load the map, but there still seems to be something wrong with the creatures. They hardly move and attack enemies. And when I pick up a goblin and drop it on a quarter tile the game freezes. The editor also crashes when I click in the void and digging still doesn't work.

So do I have to put the exe, media and dll files into one folder and upload it or should I upload separate zips again?

Oh and why is the mouse cursor light blue? I think it should be either yellowish or white. The default lights should all be yellowish, similar to the ones in my test level.
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Re: New release

Postby andrewbuck » 25 Apr 2010, 16:21

Go ahead and make any changes to the lights you want. The cursor comes from a file calle TaharezLook.tga which is in the media directory (in the gui subdirectory). Changing that image should change not only the mouse cursor but also the window/button borders, etc.

Regarding the level loading, did you try the Test.level I included in the .zip file? I would recommend starting with that one and modifying it. You can move stuff around and change tiles right in the map editor (use the save command to write it out). Then you can change hp, mana, and colors, etc with a text editor. Trying to hand craft one will be pretty tricky. The issue about them not moving around is a bug in the code I think; it only affects some systems, I am going to try to figure it out but I figure we can put up this release now anyway as it seems to work about half the time.

Finally, yes, I think we should just do the whole thing in one big zip. Except for the DLL's, which will not change. I think most people will be able to try to figure out that if they run the game and it complains about missing DLL files, that they need to download the DLL zip. With the media packs the way we had them it is not so obvious from the error messages you get (if you even get one at all) that you need the media pack.

P.S. when you are editing the level files in a text editor, set the tab stops to 14 spaces (or more) and turn off word wrap as that makes everything into nice columns.

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Re: New release

Postby Skorpio » 25 Apr 2010, 16:43

andrewbuck {l Wrote}:Go ahead and make any changes to the lights you want. The cursor comes from a file calle TaharezLook.tga which is in the media directory (in the gui subdirectory). Changing that image should change not only the mouse cursor but also the window/button borders, etc.


I don't want to change the image, I want to change the color of the cursor light.

andrewbuck {l Wrote}:Regarding the level loading, did you try the Test.level I included in the .zip file? I would recommend starting with that one and modifying it. You can move stuff around and change tiles right in the map editor (use the save command to write it out). Then you can change hp, mana, and colors, etc with a text editor. Trying to hand craft one will be pretty tricky. The issue about them not moving around is a bug in the code I think; it only affects some systems, I am going to try to figure it out but I figure we can put up this release now anyway as it seems to work about half the time.


I use a smaller test level, because it takes so much time to load the original one. Is it possible to completely remove tiles from a level in the editor?

andrewbuck {l Wrote}:Finally, yes, I think we should just do the whole thing in one big zip. Except for the DLL's, which will not change. I think most people will be able to try to figure out that if they run the game and it complains about missing DLL files, that they need to download the DLL zip. With the media packs the way we had them it is not so obvious from the error messages you get (if you even get one at all) that you need the media pack.


In order to make the game more user friendly, I think we should include everything in one zip. I really hate it if I download a game or program and then get a message like: "file x is missing". I'm going to upload the zip soon.
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Re: New release

Postby andrewbuck » 25 Apr 2010, 16:50

Putting everything in one .zip file is fine then, the DLL's only add a few megs to the download anyway. There is currently no way to delete tiles from a level although you can make one from inside the game with the "newmap" terminal command. Once you have done that you can save it with the "save" command and then add the lights/creatures/goals from the test level I gave you. I plan to do some work on making more stuff editable via the map editor here soon. The color of the cursor light is currently hard coded into the game engine. It would be easy to add to the level file, or maybe we should add a generic config file for default frames per second, turns per second, and things like that. If you let me know how it should be organized I could add that fairly easily.

P.S. If you do add a smaller Test.level please include the one I shipped as well as so that players can load it. Also, you may want to make it the level that loads when you beat your test level.

-Buck
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Re: New release

Postby Skorpio » 25 Apr 2010, 19:08

The new version is available. Check out Test2.level.
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Re: New release

Postby svenskmand » 25 Apr 2010, 19:20

I also think we should stick with using only one zip-file as this is easiest for new users :)

On a side note I have added all my content to the SVN, so the structure is:
{l Code}: {l Select All Code}
media/master
media/development
mediaSource/master
mediaSource/development

All my stuff is added under mediaSource/master. Skorpio you should add all your source files to the mediaSource/master :)

A second side note, I have started learning Blender today, I am currently here in the Noob to Pro book :) So I will hopefully soon be contributing models, and I will start out with simple stuff like the gold in the treasury and other static stuff :)

One more thing, the code is GPL, and I plan to make my stuff GPL also, or CC-BY-SA (depending on what you think). But I think we should enforce that all content should be under the same license, be it GPL or CC-BY-SA (or something else, although I think GPL or CC-BY-SA should be fine). Else we might end up in the unfortunate situation that we have many different licenses which is a real pain as it really make confusion about what you can and cannot :S And in the worst case it might scare possible contributers away :( What do you all think?
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Re: New release

Postby Skorpio » 25 Apr 2010, 20:16

So how does this svn work? Do I need a write permission before I can add something?

CC-BY-SA is ok for me.
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Re: New release

Postby andrewbuck » 25 Apr 2010, 20:24

The new meshes look excellent. I like that you are starting to animate the lava and fire, that really adds to the game. Your media pack seems to be missing the gold chest and gold bag though so when the creatures start digging out gold the game will crash. Also, there doesn't seem to be a treasury mesh so you can't tell which of the tiles have been made treasury tiles. Other than these missing things though, everything looks cool; this will make testing the game a lot less painful on the eyes for me. :)

Regarding your Test2.level, the level looks pretty cool. I played around with the level file a bit and the issue with the creatures standing still seems to be solved by making all the creatures color 1. The color identifies which seat the creatures are fighting for, if a creature sees another creature of a different color, it will attack it. Since you have color 1 and 2 creatures intermixed, they just start fighting with eachother right away. Also, you have the dig and dance rate set to 0 on the kobold; dig rate should be around 20 and dance rate should be something like 0.3 (the number reflect how much progress they make each turn, full tiles start with 100 fullness and are empty at 0, uncolored tiles start at 0 and are converted to your color when they reach 1.0). Finally, the way you have added beds makes them "mosnsters" which walk around an attack things. There is currently no way to assign beds to creatures in the level file, which is what it looks like you were trying to do.

I would recommend checking the models, etc, into the SVN repository so they can be checked out before we build a release but that is up to you.

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Re: New release

Postby andrewbuck » 25 Apr 2010, 20:29

Oh, I was typing my post while you were replying, you need to download an SVN client, you should already have write access since you are a developer. Beyond that I can't really help you other than to direct you to the sourceforge instructions page here. Unfortunately I only know how to do very basic stuff with SVN and that I only do from the linux commandline, I've not used it on windows.

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Re: New release

Postby svenskmand » 25 Apr 2010, 21:14

If you are using windows then you can use Tortoise, it is a svn client that is integrated into the right-click menu of explorer (the file explorer in windows). Tortoise makes icons on top of the original icons of each file in the folder you keep under revision.

You do the following:
1) install Tortoise
2) right-click on the desktop and select "SVN Checkout"
3) then you fill in the url of the repository and the folder on you computer where you want the repository copy to be this is you "working copy", then you click ok.
4) Now you add directories and files to the working copy, then you mark all the top level new directories you have made. Right click on them and select "SVN Tortoise -> add".
5) Now you right-click on the root of the repository, that is the working copy folder, and then you select "SVN Commit", then you write a message to the commit - this should be about the change or new files you have added - and then you click ok.
This should add you stuff to the SVN repository, and remember to make a good folder structure :), I would suggest to use these folders:
{l Code}: {l Select All Code}
mediaSource/master/models
mediaSource/development/models

and then for each model (creature, room, item) you make a folder having the name of the creature, and then put all stuff related to the creature, that is blend-files and images, and sound files and stuff like that.

So for example for you dragon it will have this path
{l Code}: {l Select All Code}
mediaSource/master/models/dragon/

Maybe dragon is a bad name, as there might be many different types of dragons in the game, so you should choose this name wisely.

Then when you are working on a model you checkout the newest version of it from mediaSource/master/models/dragon and if you are not done with your work so the dragon is in a state so it will not work in the game, then you just commit it to the development branch, that is mediaSource/development/dragon. Although I am not that much into SVN, so I do not know how to make branches, but when you are confident in the above steps you can read up on the branching, we might also not need the branching for content, at least not now when we are not that many developers.

Skorpio {l Wrote}:CC-BY-SA is ok for me.

Nice :), then I will also publish under CC-BY-SA then :)

I will suggest that we add to the wiki-page, regarding the format of contributions, that they should all be CC-BY-SA to be accepted then. Will this be ok?

Then I suggest that we change the wiki-page to this wording:
{l Code}: {l Select All Code}
The OpenDungeons project is a free software project, which means that our content is free content - as in free speech - and the code is licensed under GPLv3+ and the game content is licensed under CC-BY-SA.

Because OpenDungeons is free software we also use free file-formats, and these are:
 
* .blend files, which is the native file format of [http://en.wikipedia.org/wiki/Blender_(software) Blender], the open source 3D graphics application,

* .svg files, which is the [http://en.wikipedia.org/wiki/Svg W3C standard for vector graphics], we mainly use [http://en.wikipedia.org/wiki/Inkscape Inkscape], the open source vector graphics application, to edit these files,

* .xcf files, which is the native format of the [http://en.wikipedia.org/wiki/GIMP GIMP], an open source 2D bitmap application.

Files in these formats is what will constitute the source for the content of the project. Contributers can use other programs to make content, but we require the content be exported to the above file formats, and that they will be compatible with the above programs for the contributions to be accepted into the OpenDungeons project.
Last edited by svenskmand on 26 Apr 2010, 00:43, edited 1 time in total.
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Re: New release

Postby andrewbuck » 25 Apr 2010, 22:49

The wiki text looks fine to me.

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Re: New release

Postby svenskmand » 26 Apr 2010, 00:45

Ok I have now updated the wiki-page to reflect the licensing we use, that is GPLv3+ for the source code, and CC-BY-SA v3+ for the source content :)
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Re: New release

Postby Skorpio » 26 Apr 2010, 15:11

Thanks for the instructions svenskmand, I'm gonna check it out later.

andrewbuck {l Wrote}:Your media pack seems to be missing the gold chest and gold bag though so when the creatures start digging out gold the game will crash. Also, there doesn't seem to be a treasury mesh so you can't tell which of the tiles have been made treasury tiles.


The treasury mesh is the same as the quarters mesh atm, that means just a tile with a stone floor texture. Should I add the gold bag and upload a new version or better a patch?
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Re: New release

Postby andrewbuck » 26 Apr 2010, 15:19

I would do a patch, don't forget too that there is both a gold bag and a gold chest. In fact if you want to add more than that it would be trivial for me to code them in, however we would have to include a new executable in the patch as well if we are gooing to do that.

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Re: New release

Postby Skorpio » 26 Apr 2010, 15:37

Could you upload the patch? I don't have a gold chest, only the untextured gold bag.

And could you please try to find that digging bug? The game always crashes when I try to dig, not only when digging out gold.
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Re: New release

Postby andrewbuck » 26 Apr 2010, 15:49

I don't haave the .blend file (or the mesh) on my computer here, I will have to send it this evening (about 8 hours from now). When exactly does the game crash when you dig, is it when you mark the tiles, when the creature starts digging, or when a tile is fully dug out. Also, if you could run the game from a terminal with

MapEditor.exe > output.txt 2> errors.txt

The files that it spits out may have useful information in them. It is very difficult for me too debug the windows version as I cannot seem to get the debugger in visual studio to work properly. As such I am afraid that the windows version will always be second rate compared to the linux version (which works almost flawlessly since I have a proper debugger there). It would be cool if we could get someone who knows visual studio to maintain the windows version (build new releases, run them in the debugger, etc). If anyone here has any windows development experience I would love to have your help, you wouldn't really need to be familiar with the code, simply managing the releases and telling me where it is crashing (what source line) would be a great help.

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Re: New release

Postby Skorpio » 26 Apr 2010, 16:06

The kobolds move to the marked tile then the game crashes. I don't even see the dig animation, maybe it has something to do with it. The odd thing is, in the old version I once saw that the kobolds were able to dig out one tile, but after that the game always crashed.
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Re: New release

Postby Skorpio » 26 Apr 2010, 16:18

Here's the error.txt:

{l Code}: {l Select All Code}
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
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.
FreeImage version: 3.10.0
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
DDS codec registering
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.
Loading library ./dlls\RenderSystem_Direct3D9
Installing plugin: D3D9 RenderSystem
D3D9 : Direct3D9 Rendering Subsystem created.
D3D9: Driver Detection Starts
D3D9: Driver Detection Ends
Plugin successfully installed
Loading library ./dlls\RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library ./dlls\Plugin_ParticleFX
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library ./dlls\Plugin_BSPSceneManager
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library ./dlls\Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
Loading library ./dlls\Plugin_PCZSceneManager.dll
Installing plugin: Portal Connected Zone Scene Manager
PCZone Factory Type 'ZoneType_Default' registered
Plugin successfully installed
Loading library ./dlls\Plugin_OctreeZone.dll
Installing plugin: Octree Zone Factory
Plugin successfully installed
Loading library ./dlls\Plugin_OctreeSceneManager
Installing plugin: Octree & Terrain Scene Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.6.5 (Shoggoth)
Creating resource group Bootstrap
Added resource location 'Media/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
Added resource location 'Media' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/fonts' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/materials/programs' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/materials/scripts' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/materials/textures' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/models' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/overlays' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/particle' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/gui' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/DeferredShadingMedia' of type 'FileSystem' to resource group 'General'
Added resource location 'Media/PCZAppMedia' of type 'FileSystem' to resource group 'General'
D3D9 : RenderSystem Option: Allow NVPerfHUD = No
D3D9 : RenderSystem Option: Anti aliasing = None
D3D9 : RenderSystem Option: Floating-point mode = Fastest
D3D9 : RenderSystem Option: Full Screen = No
D3D9 : RenderSystem Option: Rendering Device = ATI Radeon HD 2600 PRO
D3D9 : RenderSystem Option: VSync = No
D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
CPU Identifier & Features
-------------------------
 *   CPU ID: AuthenticAMD: AMD Athlon(tm) 64 Processor 3000+
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: yes
 * 3DNOWEXT: yes
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
D3D9 : Subsystem Initialising
D3D9RenderSystem::_createRenderWindow "OGRE Render Window", 1024x768 windowed  miscParams: FSAA=0 FSAAQuality=0 colourDepth=32 gamma=false useNVPerfHUD=false vsync=false
D3D9 : Created D3D9 Rendering Window 'OGRE Render Window' : 1016x734, 32bpp
D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
Registering ResourceManager for type Texture
Registering ResourceManager for type GpuProgram
D3D9: Vertex texture format supported - PF_L8
D3D9: Vertex texture format supported - PF_L16
D3D9: Vertex texture format supported - PF_A8
D3D9: Vertex texture format supported - PF_A4L4
D3D9: Vertex texture format supported - PF_BYTE_LA
D3D9: Vertex texture format supported - PF_R5G6B5
D3D9: Vertex texture format supported - PF_B5G6R5
D3D9: Vertex texture format supported - PF_A4R4G4B4
D3D9: Vertex texture format supported - PF_A1R5G5B5
D3D9: Vertex texture format supported - PF_A8R8G8B8
D3D9: Vertex texture format supported - PF_B8G8R8A8
D3D9: Vertex texture format supported - PF_A2R10G10B10
D3D9: Vertex texture format supported - PF_A2B10G10R10
D3D9: Vertex texture format supported - PF_DXT1
D3D9: Vertex texture format supported - PF_DXT2
D3D9: Vertex texture format supported - PF_DXT3
D3D9: Vertex texture format supported - PF_DXT4
D3D9: Vertex texture format supported - PF_DXT5
D3D9: Vertex texture format supported - PF_FLOAT16_RGB
D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
D3D9: Vertex texture format supported - PF_FLOAT32_RGB
D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
D3D9: Vertex texture format supported - PF_X8R8G8B8
D3D9: Vertex texture format supported - PF_X8B8G8R8
D3D9: Vertex texture format supported - PF_R8G8B8A8
D3D9: Vertex texture format supported - PF_DEPTH
D3D9: Vertex texture format supported - PF_SHORT_RGBA
D3D9: Vertex texture format supported - PF_FLOAT16_R
D3D9: Vertex texture format supported - PF_FLOAT32_R
D3D9: Vertex texture format supported - PF_SHORT_GR
D3D9: Vertex texture format supported - PF_FLOAT16_GR
D3D9: Vertex texture format supported - PF_FLOAT32_GR
D3D9: Vertex texture format supported - PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: Direct3D9 Rendering Subsystem
GPU Vendor: ati
Device Name: ATI Radeon HD 2600 PRO
Driver Version: 6.14.10.6833
 * Fixed function pipeline: yes
 * 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
 * Fragment programs: yes
 * Geometry programs: no
 * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
 * 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
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 256
 * Vertex texture fetch: yes
   - Max vertex textures: 4
   - Vertex textures shared: no
 * Render to Vertex Buffer : no
 * DirectX per stage constants: yes
***************************************
*** D3D9 : Subsystem Initialised OK ***
***************************************
ResourceBackgroundQueue - threading disabled
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'PCZSceneManager' registered.
MovableObjectFactory for type 'PCZLight' registered.
PCZone Factory Type 'ZoneType_Octree' registered
PCZone Factory Type 'ZoneType_Terrain' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
TerrainSceneManager: Registered a new PageSource for type Heightmap
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group Bootstrap
Parsing script OgreCore.material
Parsing script OgreProfiler.material
Parsing script Ogre.fontdef
Parsing script OgreDebugPanel.overlay
Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Font BlueHighwayusing texture size 512x512
Info: Freetype returned null for character 127 in font BlueHighway
Info: Freetype returned null for character 128 in font BlueHighway
Info: Freetype returned null for character 129 in font BlueHighway
Info: Freetype returned null for character 130 in font BlueHighway
Info: Freetype returned null for character 131 in font BlueHighway
Info: Freetype returned null for character 132 in font BlueHighway
Info: Freetype returned null for character 133 in font BlueHighway
Info: Freetype returned null for character 134 in font BlueHighway
Info: Freetype returned null for character 135 in font BlueHighway
Info: Freetype returned null for character 136 in font BlueHighway
Info: Freetype returned null for character 137 in font BlueHighway
Info: Freetype returned null for character 138 in font BlueHighway
Info: Freetype returned null for character 139 in font BlueHighway
Info: Freetype returned null for character 140 in font BlueHighway
Info: Freetype returned null for character 141 in font BlueHighway
Info: Freetype returned null for character 142 in font BlueHighway
Info: Freetype returned null for character 143 in font BlueHighway
Info: Freetype returned null for character 144 in font BlueHighway
Info: Freetype returned null for character 145 in font BlueHighway
Info: Freetype returned null for character 146 in font BlueHighway
Info: Freetype returned null for character 147 in font BlueHighway
Info: Freetype returned null for character 148 in font BlueHighway
Info: Freetype returned null for character 149 in font BlueHighway
Info: Freetype returned null for character 150 in font BlueHighway
Info: Freetype returned null for character 151 in font BlueHighway
Info: Freetype returned null for character 152 in font BlueHighway
Info: Freetype returned null for character 153 in font BlueHighway
Info: Freetype returned null for character 154 in font BlueHighway
Info: Freetype returned null for character 155 in font BlueHighway
Info: Freetype returned null for character 156 in font BlueHighway
Info: Freetype returned null for character 157 in font BlueHighway
Info: Freetype returned null for character 158 in font BlueHighway
Info: Freetype returned null for character 159 in font BlueHighway
Info: Freetype returned null for character 160 in font BlueHighway
Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Parsing scripts for resource group General
Parsing script deferred.glsl.program
Parsing script deferred.hlsl.program
Parsing script deferred_post_debug.glsl.program
Parsing script deferred_post_debug.hlsl.program
Parsing script deferred_post_minilight.glsl.program
Parsing script deferred_post_minilight.hlsl.program
Compiler error: invalid parameters in deferred_post_minilight.hlsl.program(26): setting of constant failed
Parsing script deferred_post_multipass.glsl.program
Parsing script deferred_post_multipass.hlsl.program
Parsing script deferred_post_onepass.glsl.program
Parsing script deferred_post_onepass.hlsl.program
Parsing script OpenDungeons.material
Parsing script Axe1.material
Parsing script Bed.material
Parsing script Claimed.material
Parsing script Claimedwall.material
Parsing script Con_Worker.material
Parsing script Dirt.material
Parsing script Dragon.material
Parsing script Dwarf1.material
Parsing script Dwarf2.material
Parsing script Fire.material
Parsing script Gnome.material
Parsing script Goblin.material
Parsing script Gold.material
Parsing script Knight.material
Parsing script Kreatur.material
Parsing script Lava.material
Compiler error: unknown error in Lava.material(18): token "scale_anim" is not recognized
Parsing script Longsword.material
Parsing script Orc.material
Parsing script Pit_demon.material
Parsing script Rock.material
Parsing script Roundshield.material
Parsing script Sabre.material
Parsing script Spider.material
Parsing script Water.material
Compiler error: unknown error in Water.material(21): token "scale_anim" is not recognized
Parsing script deferred.material
Parsing script deferreddemo.material
Compiler error: unknown error in deferreddemo.material(22): base object named "DeferredShading/Material/TexturedPhong" not found in script definition
Compiler error: unknown error in deferreddemo.material(47): base object named "DeferredShading/Material/TexturedNormalMapped" not found in script definition
Compiler error: unknown error in deferreddemo.material(81): base object named "DeferredShading/Material/UntexturedNormalMapped" not found in script definition
Compiler error: unknown error in deferreddemo.material(114): base object named "DeferredShading/Material/TexturedPhong" not found in script definition
Compiler error: unknown error in deferreddemo.material(141): base object named "DeferredShading/Material/UntexturedPhong" not found in script definition
Compiler error: unknown error in deferreddemo.material(166): base object named "DeferredShading/Material/TexturedPhong" not found in script definition
Compiler error: unknown error in deferreddemo.material(197): base object named "DeferredShading/Material/TexturedPhong" not found in script definition
Compiler error: object name expected in deferreddemo.material(91)
Compiler error: object name expected in deferreddemo.material(105)
Compiler error: object name expected in deferreddemo.material(147)
Compiler error: object name expected in deferreddemo.material(158)
Compiler error: object name expected in deferreddemo.material(172)
Compiler error: object name expected in deferreddemo.material(186)
Compiler error: object name expected in deferreddemo.material(203)
Compiler error: object name expected in deferreddemo.material(217)
Parsing script deferred_post_debug.material
Parsing script deferred_post_minilight.material
Parsing script deferred_post_multipass.material
Parsing script deferred_post_onepass.material
Parsing script emitted_emitter.particle
Parsing script Example-Water.particle
Parsing script Example.particle
Parsing script smoke.particle
Parsing script sample.fontdef
Parsing script Compositor.overlay
Parsing script DP3.overlay
Parsing script Example-CubeMapping.overlay
Parsing script Example-DynTex.overlay
Parsing script Example-Water.overlay
Parsing script Shadows.overlay
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Mesh: Loading SquareSelector.mesh.
Texture: Water4.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: TaharezLook.tga: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Font MyFontusing texture size 256x256
Info: Freetype returned null for character 160 in font MyFont
Texture: MyFontTexture: Loading 1 faces(PF_BYTE_LA,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,256x256x1.
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
*** Initializing OIS ***
Mesh: Loading Rock52.mesh.
Texture: Rockc.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading Rock101.mesh.
Mesh: Loading Rock100.mesh.
Mesh: Loading Dirt100.mesh.
Texture: Dirt.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading Dirt101.mesh.
Mesh: Loading Dirt52.mesh.
Mesh: Loading Dirt0.mesh.
Mesh: Loading Dirt102.mesh.
Mesh: Loading Rock103.mesh.
Mesh: Loading Dirt103.mesh.
Mesh: Loading Dirt25.mesh.
Mesh: Loading Dirt75.mesh.
Mesh: Loading Gold100.mesh.
Texture: Gold.png: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Dirt104.mesh.
Mesh: Loading Gold101.mesh.
Mesh: Loading Dirt51.mesh.
Mesh: Loading Claimed0.mesh.
Texture: Tile6b.png: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Lava0.mesh.
Texture: Lava_anim_0.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_1.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_2.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_3.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Gold52.mesh.
Mesh: Loading Kobold.mesh.
Skeleton: Loading Kobold.skeleton
Texture: kobold_skin6.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading Roundshield.mesh.
Texture: Roundshield.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Longsword.mesh.
Texture: Longsword.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Knight.mesh.
Skeleton: Loading Knight.skeleton
Texture: Knight.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Sabre.mesh.
Mesh: Loading Dragon.mesh.
Skeleton: Loading Dragon.skeleton
Texture: Dragon.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
WARNING: the mesh 'Dragon.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Mesh: Loading Wyvern.mesh.
Skeleton: Loading Wyvern.skeleton
Texture: Wyvern.png: Loading 1 faces(PF_A8R8G8B8,2048x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,2048x1024x1.
Mesh: Loading Dwarf1.mesh.
Skeleton: Loading Dwarf1.skeleton
Texture: Dwarf1.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Dwarf2.mesh.
Skeleton: Loading Dwarf2.skeleton
Texture: Dwarf2.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Orc.mesh.
Skeleton: Loading Orc.skeleton
Texture: Orc.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Texture: OrcTeam.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
WARNING: the mesh 'Orc.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Mesh: Loading Kreatur.mesh.
Skeleton: Loading Kreatur.skeleton
Texture: Kreatur.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Light.mesh.
Texture: Fire2_0.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_2.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_3.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_4.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading Quarters.mesh.
Texture: Quarters5.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading Treasury.mesh.
Mesh: Loading Bed.mesh.
Texture: pine_green.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Texture: shirtblack.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading DigSelector.mesh.
Can't assign material Kobold skin/TEXFACE/kobold_skin6.png to SubEntity of Level_2_6_selection_indicator because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Kobold skin/TEXFACE/kobold_skin6.png to SubEntity of Level_-5_7_selection_indicator because this Material does not exist. Have you forgotten to define it in a .material script?


And the output if you need that as well:

{l Code}: {l Select All Code}
Adding goal KillAllEnemies
Adding goal ProtectCreature   Creature name: Knight_001
Adding goal ClaimNTiles
Adding goal MineNGold
Starting creature AI for turn 2
Processing deletion queues on turn 2:
(1, 22)   
The latest turn to be retired is -1
Dragon_001 did 4.58674 damage to Kreatur_002 who now has 75.4133hp
Orc_0002 did 2.26821 damage to Knight_006 who now has 7.73179hp
Kreatur_004 did 3.7692 damage to Dragon_001 who now has 6.2308hp
Seat 0 has 11 claimed tiles.
During this turn there were 191 calls to GameMap::path().
Creature AI finished   -694750us late.

Starting creature AI for turn 3
Processing deletion queues on turn 3:
(1, 0)   (2, 39)   
The latest turn to be retired is 1
Dragon_001 did 6.79903 damage to Kreatur_002 who now has 3.20097hp
Kreatur_004 did 5.00009 damage to Dragon_001 who now has 1.48071hp
Seat 0 has 13 claimed tiles.
During this turn there were 191 calls to GameMap::path().
Creature AI finished   -805803us late.

Starting creature AI for turn 4
Processing deletion queues on turn 4:
(2, 0)   (3, 35)   
The latest turn to be retired is 2
Knight_001 did 2.31495 damage to Orc_0002 who now has 7.68505hp
Knight_006 did 6.7446 damage to Orc_0002 who now has 0.940446hp

Dragon_001 has reached level 2


Dragon_001 did 10.342 damage to Kreatur_003 who now has -0.341994hp
Dragon_003 did 0.0212651 damage to Orc_0002 who now has 0.919181hp
Kreatur_003 did 2.81477 damage to Dragon_001 who now has -1.08405hp
Moving creature Dragon_001 from the game map to the deletion list.
Moving creature Kreatur_003 from the game map to the deletion list.
Seat 0 has 13 claimed tiles.
During this turn there were 186 calls to GameMap::path().
Creature AI finished   -877641us late.

Starting creature AI for turn 5
Processing deletion queues on turn 5:
(3, 0)   (4, 34)   
The latest turn to be retired is 3
Knight_006 did 0 damage to Orc_0002 who now has 1.16918hp
Knight_003 did 1.35092 damage to Orc_0002 who now has -0.181744hp
Seat 0 has 14 claimed tiles.
During this turn there were 160 calls to GameMap::path().
Creature AI finished   -706600us late.

Starting creature AI for turn 6
Processing deletion queues on turn 6:
(4, 0)   (5, 37)   
The latest turn to be retired is 4
Sending message to delete creature Dragon_001
Sending message to delete creature Kreatur_003
Knight_006 did 2.94135 damage to Orc_0002 who now has -2.87309hp
Dragon_003 did 0.0577427 damage to Orc_0002 who now has -2.93083hp
Orc_0002 did 6.4508 damage to Knight_006 who now has 2.28099hp
Moving creature Orc_0002 from the game map to the deletion list.
Seat 0 has 16 claimed tiles.
During this turn there were 162 calls to GameMap::path().
Creature AI finished  -1140449us late.

Starting creature AI for turn 7
Processing deletion queues on turn 7:
(5, 0)   (6, 38)   
The latest turn to be retired is 5

Knight_006 has reached level 2


Seat 0 has 16 claimed tiles.
During this turn there were 138 calls to GameMap::path().
Creature AI finished   -562568us late.

Starting creature AI for turn 8
Processing deletion queues on turn 8:
(6, 0)   (7, 45)   
The latest turn to be retired is 6
Sending message to delete creature Orc_0002
Seat 0 has 16 claimed tiles.
During this turn there were 135 calls to GameMap::path().
Creature AI finished     92386us early.

Starting creature AI for turn 9
Processing deletion queues on turn 9:
(7, 0)   (8, 41)   
The latest turn to be retired is 7
Seat 0 has 16 claimed tiles.
During this turn there were 131 calls to GameMap::path().
Creature AI finished    118242us early.

Starting creature AI for turn 10
Processing deletion queues on turn 10:
(8, 0)   (9, 42)   
The latest turn to be retired is 8
Seat 0 has 18 claimed tiles.
During this turn there were 134 calls to GameMap::path().
Creature AI finished     94093us early.

Starting creature AI for turn 11
Processing deletion queues on turn 11:
(9, 0)   (10, 41)   
The latest turn to be retired is 9
Seat 0 has 19 claimed tiles.
During this turn there were 128 calls to GameMap::path().
Creature AI finished     77353us early.

Starting creature AI for turn 12
Processing deletion queues on turn 12:
(10, 0)   (11, 41)   
The latest turn to be retired is 10
Seat 0 has 19 claimed tiles.
During this turn there were 122 calls to GameMap::path().
Creature AI finished     45047us early.

Starting creature AI for turn 13
Processing deletion queues on turn 13:
(11, 0)   (12, 38)   
The latest turn to be retired is 11
Seat 0 has 19 claimed tiles.
During this turn there were 138 calls to GameMap::path().
Creature AI finished    -50428us late.

Starting creature AI for turn 14
Processing deletion queues on turn 14:
(12, 0)   (13, 43)   
The latest turn to be retired is 12
Seat 0 has 21 claimed tiles.
During this turn there were 128 calls to GameMap::path().
Creature AI finished    -41172us late.

Starting creature AI for turn 15
Processing deletion queues on turn 15:
(13, 0)   (14, 5)   
The latest turn to be retired is 13
Seat 0 has 22 claimed tiles.
During this turn there were 125 calls to GameMap::path().
Creature AI finished   -750711us late.

Starting creature AI for turn 16
Processing deletion queues on turn 16:
(14, 0)   (15, 40)   
The latest turn to be retired is 14
Seat 0 has 22 claimed tiles.
During this turn there were 132 calls to GameMap::path().
Creature AI finished   -547160us late.

Starting creature AI for turn 17
Processing deletion queues on turn 17:
(15, 0)   (16, 40)   
The latest turn to be retired is 15
User avatar
Skorpio
OD Moderator
 
Posts: 775
Joined: 05 Dec 2009, 18:28

Re: New release

Postby andrewbuck » 26 Apr 2010, 23:38

@Skorpio I sent you the gold bag and gold chest .blend files via e-mail. They could use a bit more work otherwise I would have just uploaded them directly.

-Buck
andrewbuck
OD Moderator
 
Posts: 563
Joined: 20 Dec 2009, 01:42

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