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XCOMUFO & Xenocide

Beetle

Xenocide Inactive
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  1. Becouse nobody still didn't move it away from there . Of corse it should be in some sort of start game in player method, but there wasn't such a method at a creation time About your ideas, yes they are much prettier to me , but (there is always some but ) maybe it's better to move forward. This changes will require quite much of work from your side that you could spend on something else , but if you want to do it, i don't have anything against (espescially that i'm very busy with my RL now )
  2. Oh come on, baseviewrenderer is handling facility building mode switching and caluclating from on screen coords into in game one. All other job is done by HumanBase class
  3. I'm currently of my prog site, but i will try to test it when will be back on ( Maybe someone else will be faster )
  4. No it's not a issue at all, exporter should make two objects (one as sub object). Don't worry with that i will get 3ds max and we investige it more later
  5. Ok, so i will try to get max and see how is exporting workng there . Propably next week, becouse on very old directories on my hard drive i found only 3ds max 3.0 version
  6. I didn't wanted to convert final file i wanted add barracks to game (so we will have at least one textured facility in baseview )
  7. Today i tried to export barracks into ogre format, but have problem. Still don't have 3ds max (maybe will get it soon). Tried to use Maya 6.0 and Blender 2.4 for conversion, but both failed. In Maya 6.0 can't get ogre exporter running (strange becouse some time ago everything was ok) In blender when i imported from .3ds file textures was missing, exporter splited barracks into two files (barracks and table). (also have problems with "clip end" in blender, max value is 1000 wich is to small to show whole facility) Maybe someone manage to export it? If not i will try once again soon (maybe get that damm 3ds max to that time) Beetle
  8. When i will end with InsertText dialog (hopefully this weekend) i will make a temporary dialog for end of month and add timer in UI part for it, so we don't have to push art guys Of corse if Vaaish prapere draft for that dialog we will don't have to make temporary ones
  9. I'm agree. Maybe also add targetBase parameter to this methods, so we could easly check if there is enough storage/alien storage/lunch pads at destination.
  10. Great, i think that this is best way to do it.
  11. Can we talk about ownership? I think that every player base should contain a list or something of assigned craft. That should be enough to handle all player controled craft. Plus add three handling methods (assignCraft(CraftType), deasignCraft(Craft*) and reassignCraft(Craft*, newBase*) ) What do you think ? P.S. Of corse i don't mean raw pointers
  12. Ok done I will upload it soon
  13. wow \Programming\Projekty\Xenocide\xenocide\src\client\cegui\cegui_wrap.cpp(65536) : warning C4049: compiler limit : terminating line number emission Compiler limit for line number is 65535 xeno project never stop to astonish me :)
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