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Messages - Akari

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76
Q-Gears / Re: Q-Gears v0.20
« on: 2011-11-22 04:59:09 »
So you are using the last build suit? I don't know how Ogre's versioning system works, and I know that 1.8 is due in January. However 1.6.5 is consider stable, 1.7.XXX was not.  I was going to ask that question but it seems to be self evident. You appear to like to use the latest and greatest. That can create some dependency issues (IE people have to go around grabbing newer version of software). My version of linux is a pain to use the latest and greatest with because it's considered unstable by the maintainers. I don't know if that is true however there are a huge number of bugs listed which relate to the 1.7.XXX and they don't specifically have to do with Ogre, mostly with the libraries it wants to use they have bugs that lead to security issues apparently.

It's a chronic problem with Linux one can end up having to update there entire library suite just to run one application only to find that those libraries make about 100 applications die horribly because the new versions are either incompatible or contain bugs that haven't been fixed that prevent them from playing nice.  I could build OGRE 1.7.3 however as I just noted that can create a long list of other problems (like I experienced with GTK 3 for example). Java apps API do not play nicely with GTK 2/3 and throw up with lots of green relish and onions. (LOL) Although none of my other GTK based apps complain just anything using teabag. Sigh things just got a whole lot more complicated for me.

Hmmm you use code blocks right? Can that generate an automake or cmake config script?

Cyb

Now 1.7.x is stable. 1.6.x is previous stable. I use 1.7.2 because it is lastest SDK for mingw. Previously Ogre uses even versions to mark stable releases and odd to mark development version. Now they drop this practice and all versions are stable.

Codeblocks generate makefile.

77
Q-Gears / Re: Q-Gears v0.20
« on: 2011-11-21 11:01:38 »
To be EXACT my problem was I didn't know what it was. I hunted down the library and installed it today. I can't do everything at once, don't even try these days.

Perhaps an INSTALL file for unix type systems?

I may make an 'gentoo' emerge package for it. So that If someone wants to build it under Gentoo linux it will be able to automatically grab the libraries necessary to do so. As for getting the 'official source' for Q-gears that is a different matter. I don't want it's source in a gentoo repository it's simpler to have the one location instead of duplicating stuff all over and 'fiddling around' with it. So I'll have to see how I can set up the 'emerge' script to do something a bit 'special' to build Q-gears (IE fetch the code from a NON gentoo repository). That is a VERY long and complicated discussion I doubt you really care to hear (LOL).

My current failure is here:0
Code: [Select]
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note:   virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note:   virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1

Which specific version and libraries of Ogre does it rely on? I need to make a list of libraries it wants I suspect.

I thought the 2d back ground code existed already? Or am I missing something? Probably am wouldn't be a surprise there! :D

Cyb

Q-Gears uses Ogre3d 1.7.2.
It seems that all errors come from wrong Ogre version.

78
Q-Gears / Re: Q-Gears v0.20
« on: 2011-11-18 09:23:43 »
Got a round too it.
Hmmm there is no cmake .configure etc. running make of course generates lots of complaining but it does build 'stuff' :D

installing openal and OGRE was easy enough there seems to be issues with "OIS" which I have no clue what is.

It almost compiled took 5 minutes to do that much. The big problem was figuring out how to use mercurial to clone q-gears.

The main page needs an update. I suppose I should reactivate my sourceforge account huh?

Cyb

What are issues with OIS? I thought I fixed mouse on Linux.

Now slowly work on 2d backgrounds. Didn't commit anything for few month. Maybe it is time =)

79
Q-Gears / Re: Q-Gears v0.20
« on: 2011-11-01 10:37:16 »
How can I help you in this?

Yes. Contact me on ICQ 175522907.

80
Q-Gears / Re: Q-Gears v0.20
« on: 2011-08-19 13:05:18 »
If i could only learn programming, i would try to compile this with FF8  :lol: .

of course, that's assuming such a thing is possible, i know that 8 was a bit of a programming departure from 7, but i know not how much, i just want to try to remodel, and retexture, everything i can.

It's not that simple to add some game. You can't compile with it or something. You need to create exporters from all data this game has to Q-Gears. now q-gears is mostly framework that can load models, music, scripts and allow some iteractions between them. it's still a lont way until this can be real game. Next milestone must allow anyone run through few start maps of all 3 games I want to support.

Exporters from FFVIII is posible, but it's a lot of work. I'm not a big fan of FFVIII so i won't do it. I work with FFVII FFIX and Xenogears. you can help anyway. There are a lot of things that anyone can do.

Someone can create all menu's from FFVII for example. It's not that much work =) I create just two windows.

81
For windows I use this SDK
https://sourceforge.net/projects/ogre/files/ogre/1.7/OgreSDK_mingw_v1-7-2.exe/download
Just install it and then set paths to it in IDE (Code::Blocks).

82
Q-Gears / Q-Gears v0.20
« on: 2011-08-09 18:33:18 »
Version 0.20 was just released. Full changelog are

Code: [Select]
================================================================================
Q-Gears v0.20 (2nd alpha ui) | 2011-08-10
--------------------------------------------------------------------------------

2011-08-09
----------
* [Content] Add begin and main menu prototype. Add idol screen to show UI posibilities. [Akari]
* [UI] Add spetion parameter start == -1 to play_animation so start it from very end. [Akari]
* [UI] Add script functions set_alpha and set_z. [Akari]
* [UI] Add z depth to widgets. [Akari]
* [UI] Add text_align attribute for <text_area> tag. now text can be centered. [Akari]

2011-08-04
----------
* [UI] Add set_colour to script functions. [Akari]

2011-08-03
----------
* [UI] Rename xml param show to visible. [Akari]
* [UI] Add fucntion is_visible. [Akari]
* [UI] Rename fucntions show and hide to set_sivible( bool ) as in Entity class. [Akari]
* [UI] Remove on_show and on_hide script calls. [Akari]
* [UI] Ui debug draw now has 2 stages (with names and without). [Akari]
* [Script] Rename on_pressed to on_button and add one more param to function - event_type (Repeat, Press). [Akari]
* [UI] Add colors for each corner of Sprite. Tag "colours" in xml description. [Akari]

2011-08-02
----------
* [Script] Improve debug draw. now all functions in queue displayed along with their priorities. [Akari]
* [Script] Add button events "on_pressed". [Akari]
* [Script] Add posibility to set argiments to calling functions. [Akari]
* [UI] Fix starting of default animation. [Akari]
* [Data] Add BeginMenu (new game screen from FFVII). [Akari]

2011-08-01
----------
* [Application] Add quit console command. [Akari]
* [Script] Scripts now added only if this table or function exist. [Akari]
* [Script] Add on_update callback to all entities. [Akari]
* [UI] Add UI debug draw. [Akari]
* [UI] Fix prototype loading without name. [Akari]

2011-07-31
----------
* [UI] Add prototypes tags and posibility to define prototype. [Akari]
* [UI] Add shaders support for UiSprite. Thet can be assigned with "vertex_shader"
       and "fragment_shader" in xml. [Akari, Cloudef]

2011-07-30
----------
* [Console] paint error messages to red and warning to yellow. [Akari]
* [Application] Add setting Z to debug draw to enable depth sorting. [Akari]

2011-07-29
----------
* [UI] Ui drawn under debug draw. [Akari]
* [Console] Make green colour for autocompletition. [Akari]
* [Console] Console moved to debug draw. [Akari]

2011-07-28
----------
* [UI] Add xml support for Ui Texts. Add colour tag to change colour of Ui text. [Akari]

2011-07-15
----------
* [UI] Add font classes to manage our custom UI fonts. [Akari]
* [UI] Add fonts for english and japanese characters. [Akari]
* [UI] Add text manager. [Akari]

2011-07-10
----------
* [UI] Add text widget. Add "text_area" tag with fields text and font. [Akari]
* [UI] Make widget try play default animation if default anim state is set. [Akari]

2011-07-07
----------
* [UI] Add animation play functions to lua script. [Akari]
* [UI] Add animations to widgets. Translation, rotation and scale. [Akari]
* [UI] Separate colour and alpha. And move them to widget class. [Akari]

2011-07-06
----------
* [UI] Add tag show="true" to enable visibility right on start. [Akari]

2011-07-02
----------
* [UI] Add widget transformation support. Scale and Rotation. [Akari]
* [UI] Add parent scissor test. Tag scissor="true" in screen description file. [Akari]

2011-06-30
----------
* [UI] Add sprite support. load it with <sprite> tag in screen xml. It has colour and image fields. [Akari]

2011-06-29
----------
* [UI] Added posibility to set x, y, width and height in percent and pixels altogether. [Akari]

2011-06-28
----------
* [UI] Make widgets relative to their parents. [Akari]

2011-06-27
----------
* [UI] Fix error with height in %. [Akari]
* [Camera] Add free camera speed multiplyer when shift is pressed for faster movement. [Akari]
* [Application] Add screenshot console command. Take screenshot and save it in the same directory as exe file. [Akari]

2011-06-26
----------
* [Application] Add resolution console command that allow change resolution on fly. It allow switch between fullscreen and windowed also. [Akari]
* [UI] Width and height now all relative to basic 1280x720 resolution.
* [UI] Add horizontal and vertical alignment. Add width and height of elements in % and pixels. [Akari]

2011-06-25
----------
* [Script] Fix that function "print" was output to console only when log level was set to 3. [Akari]
* [Console] Fix error on autocompletition of commands. [Akari]
* [Application] Rewrite tokenise function to work with escape characters to allow inner quotes. [Akari]
* [Console] Add script_run_string command to bind scripts to buttons. [Akari]
* [UI] Widgets how hide it's children when hided. [Akari]

2011-06-24
----------
* [Script] Rename global UI and Entity tables in script. Now Entity (was map) and Ui. [Akari]

2011-06-23
----------
* [UI] Add XML loaders for UI. [Akari]

2011-06-22
----------
* [Script] Rework script managet to allow work with nested tables. [Akari]

2011-06-21
----------
* [UI] Add colors for Ui widgets test draw. [Akari]

2011-06-20
----------
* [UI] Add test draw for UI widgets. [Akari]

2011-06-17
----------
* [UI] Add placeholder for UI. [Akari]

Images are




Video for release here: http://www.youtube.com/watch?v=DyqVlWUPNYE

Release itself can be downloaded for windows here: https://sourceforge.net/projects/q-gears/files/q-gears/

83
Q-Gears / Re: Current state.
« on: 2011-08-03 11:20:49 »
You also return temporary reference in particle system code. Do you want to me commit these to fixes branch or, just wait until you appear on IRC?
I also compiled custom OIS that does not take over my whole system.

Fixed =)

84
Q-Gears / Re: Current state.
« on: 2011-08-01 16:32:45 »
Ok, Linux fixes + makefile are on Linux branch now.. And AudioManager is there on Audio branch. It handles just ogg files for music ATM. You said something about sound effects needing reverse engineering? They are not yet documented on Qhimm? (I suck at Reverse engineering )

Wait until G finished his exporter. He write psf with posibility to execute any needed line of AKAO script and with save to ogg files.

You can write first version of sound playback.
It must read separate file sounds.xml with name and filename in it. For now only play once (i don't know it it will be ever needed for loop).

play with AudioManager::PlaySound( const Ogre::String& name );

There must be few sounds that can play togather (20 for example). if more than that - write warning to log.

85
Q-Gears / Re: Current state.
« on: 2011-07-31 08:09:45 »
Shaders was added for UiSprite, thanks to Cloudef.



Start work on FFVII menu.


86
Q-Gears / Re: Q-Gears v0.19
« on: 2011-07-30 22:09:37 »
On a slightly off-topic topic... Akari, is that that Rin Aoki as your avatar?

It's Toda Erica

87
Q-Gears / Re: Current state.
« on: 2011-07-29 20:22:30 »
Oooh, updates from the future. August 29th isn't for nearly a month!

My mistake, I just live in future a bit =D

88
Q-Gears / Re: Current state.
« on: 2011-07-29 19:38:01 »
First is a bit of progress. After looking at the sound for a bit I return to plans for 0.20 release.
Main things is xml support for UI texts that allows nested color changing tags. And moving console to debug draw that allow use colors in console texts.

2011-08-30
----------
* [Console] paint error messages to red and warning to yellow. [Akari]
* [Application] Add setting Z to debug draw to enable depth sorting. [Akari]

2011-08-29
----------
* [UI] Ui drawn under debug draw. [Akari]
* [Console] Make green colour for autocompletition. [Akari]
* [Console] Console moved to debug draw. [Akari]

2011-07-28
----------
* [UI] Add xml support for Ui Texts. Add colour tag to change colour of Ui text. [Akari]




Now two main things left for UI: prototypes and text alignment.

\(^o^)オハヨウ!!!

I just ported OGRE && Irrlicht to OpenPandora, both GLES 1.1 and GLES 2.0 renderer works, tho GLES 1.1 is slightly faster since fixed pipeline is more optimized on driver. I had to alter irrlicht a lot however, since it uses lots of 64bit variables for calculations which are performance killer on many ARM mobile platforms. OGRE port was straight port since it happenned to have floating point precision on compiling settings and seems to work good apart from some texture issues, which I will solve soon.

Whenever I get Pandora(if ever) for myself. I might consider taking contact at you again, since I've been got much more experienced under C (and C++ too)

Also, Akari do you use IRC? I dint really like the IM last time :)
IRC would be great place to lurk and actual contribute something when interesting discussion gets caught.

Ohayo for you too =)
I use gtalk, iCQ and skype. You can set up channel in IRC and post it here - I join )

89
Q-Gears / Re: Current state.
« on: 2011-07-11 10:06:09 »
Maybe a new youtube video to demonstrate what you've got so far on the next release? :P

Or is compiling it in windows not to difficult? (i've never compiled a thing haha)

I planning video demonstration togather with release of v0.20. But some things need to be finished first. Our own fonts for examle. I don't like fonts in Ogre. They lacks a lot of things that fonts are needed (kerning for example).

After fonts i plan to create prototypes for UI.
Next will be material assigment to be allowed assign you own material with shaders and so on.
That mostly it. =)

=========UPDATE =========
Basic font implementation done. Now time for different aligment and text manamer for different language.


Font implementation includes FFVII font exporter for english and japanese characters for now. )

90
Thanks )
I've got data for FFVII. If anyone has UI textures for FFIX pm me please )

91
Q-Gears / Re: Current state.
« on: 2011-07-08 19:17:49 »
Animations done. =)

2011-07-07
----------
* [UI] Add animation play functions to lua script. [Akari]
* [UI] Add animations to widgets. Translation, rotation and scale. [Akari]
* [UI] Separate colour and alpha. And move them to widget class. [Akari]

2011-07-06
----------
* [UI] Add tag show="true" to enable visibility right on start. [Akari]

2011-07-02
----------
* [UI] Add widget transformation support. Scale and Rotation. [Akari]
* [UI] Add parent scissor test. Tag scissor="true" in screen description file. [Akari]

Now just few steps left until new release. UI text is one of them =)

92
PSX or PC for the ffvii stuff?

Are they different? i need something in png bmp or something like that. I can't find my old extractions of that.

93
Does anyone has original UI textures from ffvii or ffix. Like sword from start menu or avatars of characters. Or other ui segments? Need them to test with new UI for q-gears )

94
Q-Gears / Re: Sourceforge problems.
« on: 2011-07-07 12:27:57 »
Ok Ive got the repository, Ill begin familiarizing myself with the data and figure out a way to implement sound.

How should I go about this? Make code that plays sounds at specific times or...?

Is it possible to modify qgears to allow easy sound handling, like a custom tool?

Just trying to figure out the best route to follow here lol.

It already was implemented once in old source.

http://q-gears.hg.sourceforge.net/hgweb/q-gears/q-gears/file/b949ecad45b9/src_old/core/media

Most part of code can be taken from there. You need yo use additional library for this.
Create your own branch in mercurial and work in there. Just gather changes from me from time to time. I will not take it to main brunch until it will be compleated, but I can see changes and can give you some guidelines here.

First of all implement manager that handles sound. There are a lot of managers now, just copy main idea. Manager created in main() function and can be accessed from anywhere by getSingleton().
Next add xml reader for songs and sounds. It need to read something like this

Code: [Select]
<musics>
    <music name="Opening" file_name="music/opening.ogg" loop="10.5" />
</musics>

I already add placeholders for music description file in data directory.

Next thing is to add lua functions to handle playing sounds. There are already a lot of managers that was added to lua via luabind, just watch an examples.

That's it =)

95
yaz0r sent it to me a bit before posting it here and I look at this stuff in detail. The system looks quite similar to Xenogears.

96
Q-Gears / Re: Sourceforge problems.
« on: 2011-07-05 12:53:13 »
Im missing something here lol.

The tortoisehq program is downlaoded. I chose to run the workbench. When I work inside that it seems I can only access stuff off my pc. How do I use it to access the repository?

Choose "clone" opcions first. This will clone remote repositary to your PC. This can be done from workmench and from windows popup menu.

97
Q-Gears / Re: Sourceforge problems.
« on: 2011-07-05 12:20:42 »
So I got the program, but what do I do with it? Ive been up all night lol. Do I just individually download all the files from my web browser or....?

Did you work with version control programs? Try read some simple manuals in site to understand how to work with it.
http://en.wikipedia.org/wiki/Distributed_revision_control
http://en.wikipedia.org/wiki/Mercurial

Simply it will download all files, update them, switch between branches, upload your changes to server and so on.

98
Q-Gears / Re: Sourceforge problems.
« on: 2011-07-05 10:48:19 »
I have no Idea how to get the files of sourceforge short of downloading everything in every folder one at a time. Can some one walk me through how to use mercurial and sourceforge?

You will need http://tortoisehg.bitbucket.org/
Then checkout project from here http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears

This is readonly url, but you will get whole repositary. You can grab link for read/write access on sourceforge. I already add you as developer.

Here is the sourceforge page https://sourceforge.net/scm/?type=hg&group_id=165417.

99
Q-Gears / Re: Current state.
« on: 2011-07-05 06:17:08 »
Ok guys, I now have unlimited free time. Id like to give a lot of it to q-gears. I tried messing with it like a year ago and it confused me greatly.

Can one of you fine fellows lend me a guiding light so that I can lend you a helping hand?

I guess what I need is a simplified guide of how to get started and then a direction to work in.

Please Im serious about doing this, but I can tell Im going to need a little assistance to get started. If any of you can direct me, I will be more than happy to work on this for years.(Ive already been here 1.5 years, and dont plan on leaving ANYTIME soon)
Plus I see Q-Gears as the ultimate step forward for the community as a whole.

Guide to what to do:
Register on sourceforge, add yourself to project mantis bugtrack.
Grab lastest version from merkurial and compile it. Make sure it's work.
Look at the source and understand how it works. Ask if you don't understand something.
Next try add some feature. I need sound manager ans Rhys is missing somewhere - you can add sound.

That's it... simple )

100
Completely Unrelated / Re: Armageddon Riders
« on: 2011-07-01 18:56:12 »
Quote
As for this, doesn't look too bad, looks like it's more Burnout/Motorstorm with Zombies than Carmageddon though.

We were heavy influenced bu Burnout Paradise at time we develop it =)

Quote
I'm buyin' it as soon as I get home. Not usually my type of game but, I like to support peepz i know (Akari) not that I know him (or her) I just know of Akari. Heck I bought L.A Noire, turned out to be a pretty cool game!

Thanks =)
Try to beat my leaderbords records =Р

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