red knight Posted January 31, 2005 Report Share Posted January 31, 2005 (edited) Hi guys, The RC1 of the Ogre 1.0.0 build will be with us, in a little while (10 days more or less). Lots of improvements (and breaking changes) are to be found there, so be aware that we will move to that version as soon as it is released. Unless we can find someone to update the current sources and updater packages to the RC1 (as there wont be any breaking change after that). More details of the changes at the Ogre Unofficial Wiki ( http://ogrewiki.digitalsentience.com/index...notated_roadmap ). GreetingsRed Knight Edited January 31, 2005 by red knight Link to comment Share on other sites More sharing options...
guyver6 Posted January 31, 2005 Report Share Posted January 31, 2005 That's gonna be exciting event. I'm with Ogre for over 2 years and it feels really great to be so close to 1.0. Anyway, becouse of the amount of work Sinbad put into new resources system, I'm going to use it for our purpose (like CEGUI is doing it), instead of reinventing the wheel and coding new resource system. Guyver Link to comment Share on other sites More sharing options...
red knight Posted February 10, 2005 Author Report Share Posted February 10, 2005 RC1 is out. @Guyver can you make a dependencies packages so we can start porting it to the first Ogre major release? Just add the package so we can install it and work in the porting to the new version. GreetingsRed Knight Link to comment Share on other sites More sharing options...
guyver6 Posted February 10, 2005 Report Share Posted February 10, 2005 I thought of the same thing, but I'd rather wait for release, becouse CEGUI 0.2.0 is going to be released at the same time. I'm compiling ogre cvs head every day (mostly), but I really would like to wait for the official release of 1.0.0 along with CEGUI 0.2.0. Ogre renderer for CEGUI is going to be moved to Ogre and this also implies some recompilation of dependencies. And I'm leaving this weekend to ski for a week, so if you like then I'll get it packed tomorrow (today actually according to local time ), but I'd wait a week for 1.0.0 or at least for ogre renderer to be moved from cegui to ogre. Greetings,Guyver Link to comment Share on other sites More sharing options...
red knight Posted February 11, 2005 Author Report Share Posted February 11, 2005 Dont worry, enjoy ski season. We will make Xenocide, Ogre 1.0.0 compliant, after it is completly released (1 week or so) so you dont have to do extra work with CeGui. GreetingsRed Knight Link to comment Share on other sites More sharing options...
guyver6 Posted February 22, 2005 Report Share Posted February 22, 2005 Ok, I have compiled Ogre 1.0 (thou I'm not sure if I've compiled the right branch, becouse they have CVS branches like azathoth, azathoth-merged-to-head, v1-0, v1-0-0), but I believe that the azathoth is the proper one. I compiled CEGUI also and I've cleaned (deleted) some dependencies from common package. Those aren't uploaded yet, becouse before I do I want you to tell me if you have some special requests before I make new packages from them. What's left in common is:DevIL, DevILU, zlib, Cg, zziplib, xerces 2.6, python 2.4. (we don't need zthread - boost has threads) I left boost-full package. New ogre and cegui packages will follow common one. Greetings,Guyver Link to comment Share on other sites More sharing options...
red knight Posted February 23, 2005 Author Report Share Posted February 23, 2005 ZThread was dead weed. Kill everything that can be considered outdated in the head branch. GreetingsRed Knight Link to comment Share on other sites More sharing options...
guyver6 Posted February 24, 2005 Report Share Posted February 24, 2005 Sorry guys, I had RL commitment that came out of nowhere, I'll pack the stuff tomorrow after school (should be online around 4PM). Red Knight: Yeah, thought the same of ZThread. I'll dump it from dependencies. Greetings,Guyver Link to comment Share on other sites More sharing options...
red knight Posted February 25, 2005 Author Report Share Posted February 25, 2005 Ogre 1.0.0 has gone gold, and it is precompiled to speed up this package creation. GreetingsRed Knight Link to comment Share on other sites More sharing options...
guyver6 Posted February 25, 2005 Report Share Posted February 25, 2005 Ok, at last I've managed to do it. All packages are updated. See note on wiki. Red Knight: like Sinbad recommends everywhere on forum for more experienced developers, I used source code to compile Ogre, the one from maintance CVS branch (azathoth) which is the most bugfree version available. To all developers: Do not update dependencies with Updater if you want to be able to compile Xenocide. We now need to port what we have to Ogre 1.0.0. Shouldn't take too much time, but since I don't have lots of spare time these days (school), I can work on half of my usual speed. My proposition is to make an Ogre 1.0.0 branch and port Xenocide there. Greetings,Guyver Link to comment Share on other sites More sharing options...
red knight Posted February 25, 2005 Author Report Share Posted February 25, 2005 Create the branch then... then we will merge them. GreetingsRed Knight Link to comment Share on other sites More sharing options...
rincewind Posted March 3, 2005 Report Share Posted March 3, 2005 Hi, Ok, I managed to get it to compile with Ogre 1.0. Since it's working, I put it into main branch.So you guys have to update your dependencies. There's now quite some areas where we can start using the new features.First among those is probably the new resource system that allows asynchronous loading of resources. Having a loading-screen for the planetscape would be really nice instead of the "hanging" GUI when you hit New Game for the first time. Also, better render-to-texture funtionality (especially in OpenGL) and non-power-of-two texture support should let me improve the looks of the crossfading. Someone might also be interested in investigating the movieplayer for Ogre. It has been ported to 1.0 and is supposed to be in a quite usable state.Intro movie: COOOOL Rincewind Link to comment Share on other sites More sharing options...
SupSuper Posted March 4, 2005 Report Share Posted March 4, 2005 (edited) Hi, Ok, I managed to get it to compile with Ogre 1.0. Since it's working, I put it into main branch.So you guys have to update your dependencies.SAnd as usual, you forgot to update the dependencies paths on the Release config (don't worry I did it for you) There's now quite some areas where we can start using the new features.First among those is probably the new resource system that allows asynchronous loading of resources. Having a loading-screen for the planetscape would be really nice instead of the "hanging" GUI when you hit New Game for the first time.i agree, specially since the "hanging" grows bigger and bigger with every update, specially with the Debug build. Also, better render-to-texture funtionality (especially in OpenGL) and non-power-of-two texture support should let me improve the looks of the crossfading.omeone might also be interested in investigating the movieplayer for Ogre. It has been ported to 1.0 and is supposed to be in a quite usable state.Intro movie: COOOOL Rincewindbut first we need the movie, which probably takes much more time to make than finding out how the movieplayer works Edited March 4, 2005 by SupSuper Link to comment Share on other sites More sharing options...
rincewind Posted March 5, 2005 Report Share Posted March 5, 2005 but first we need the movie, which probably takes much more time to make than finding out how the movieplayer works There's a movie for the scout ufo out there. Rincewind Link to comment Share on other sites More sharing options...
kamikazejay Posted March 5, 2005 Report Share Posted March 5, 2005 Someone might also be interested in investigating the movieplayer for Ogre. It has been ported to 1.0 and is supposed to be in a quite usable state.Intro movie: COOOOL Rincewind<{POST_SNAPBACK}> Is this movieplayer acutally integrated in Ogre?There is a videoplayer plugin which supports theora and (think still in development) ffmpeg. Is that what you meant?It also has a demo of it being used with CEGUI, so should be relatively easy to stick it in wherever we need. Link to comment Share on other sites More sharing options...
rincewind Posted March 5, 2005 Report Share Posted March 5, 2005 Someone might also be interested in investigating the movieplayer for Ogre. It has been ported to 1.0 and is supposed to be in a quite usable state.Intro movie: COOOOL Rincewind Is this movieplayer acutally integrated in Ogre?There is a videoplayer plugin which supports theora and (think still in development) ffmpeg. Is that what you meant?It also has a demo of it being used with CEGUI, so should be relatively easy to stick it in wherever we need. I was talking about the theora one. So whoever undertakes this will have to compile it and probably also make a dependency package for it.It would also have to be integrated with our AudioSystem. Want to give it a try? Rincewind Link to comment Share on other sites More sharing options...
red knight Posted March 6, 2005 Author Report Share Posted March 6, 2005 I dont think that is needed at this point, I would move into more gameplay related stuff instead. GreetingsRed Knight Link to comment Share on other sites More sharing options...
Beetle Posted March 6, 2005 Report Share Posted March 6, 2005 I have to agree with RK. IMHO we need to get Xenocide playable as soon as posible Beetle Link to comment Share on other sites More sharing options...
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