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Topics - AryHann

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16
Development Deliberation / Appsnpcclient
« on: April 19, 2005, 03:27:17 am »
Hi,

under MSVC 7.1 the project files are not updated. I therefore inserted in such project file pathfind.h/cpp and walkpoly.h/cpp.

Unfortunately, this didn\'t solve any compiling issue. Maybe there is some file that I am missing as well, or something else strange? I don\'t know.


This is the result (I include also warnings, because 100 warnings or more  are getting annoying!):

C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(39): warning C4305: \'initializing\' : truncation from \'double\' to \'const float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(42): warning C4305: \'initializing\' : truncation from \'double\' to \'const float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(82): error C2146: syntax error : missing \';\' before identifier \'or\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(82): error C3861: \'or\': identifier not found, even with argument-dependent lookup
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(87): warning C4305: \'initializing\' : truncation from \'double\' to \'const float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(88): error C2146: syntax error : missing \';\' before identifier \'or\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(88): error C3861: \'or\': identifier not found, even with argument-dependent lookup
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(254): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(270): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(296): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(354): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(373): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(453): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(500): error C2864: \'DELTA\' : only const static integral data members can be initialized inside a class or struct
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1036): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1211): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1311): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1311): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1312): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1312): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1313): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1313): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1315): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1315): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1316): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1316): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1317): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1317): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1375): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1434): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1440): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1493): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1500): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1503): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1545): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1564): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1589): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1592): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1692): error C2668: \'fabs\' : ambiguous call to overloaded function
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1726): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1732): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1793): error C2668: \'fabs\' : ambiguous call to overloaded function
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1824): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1900): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1904): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1924): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1927): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1939): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1942): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1946): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(1947): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\npcclient\\walkpoly.cpp(2003): warning C4305: \'argument\' : truncation from \'double\' to \'float\'Ary


17
Development Deliberation / PS_ID
« on: April 19, 2005, 03:23:44 am »
Hi,

I use MSVC 7.1 and I have been able to compile PS until PS_ID was changed to an uint32.
With that changement, I was unable to compile PS and I was getting errors, starting from pawsobjectview.cpp in libpaws.

I changed back, in psconst.h, PS_ID to an unsigned long and the compiling was going fine again.


Ary

18
Development Deliberation / Crash on dropping object
« on: March 18, 2005, 12:56:42 pm »
Hi,

Since the latest changement in PS - updates put in my application - I get this problem every time I am trying to drop an object from my inventory window.

It simply crashes.

This is the bt:
>    psclient.exe!psMessageCracker::SendMessage()  Line 45 + 0xc C++
     psclient.exe!psSlotManager::DropItem()  Line 85 C++
     psclient.exe!psMainWidget::OnMouseDown(int button=1, int keyModifier=0, int x=922, int y=506)  Line 235 C++
     psclient.exe!PawsManager::HandleMouseDown(iEvent & event={...})  Line 279 + 0x27    C++
     psclient.exe!PawsManager::HandleEvent(iEvent & event={...})  Line 213 + 0xc C++
     psclient.exe!psEngine::HandleEvent(iEvent & ev={...})  Line 606 + 0x12  C++
     psclient.exe!psEngine::EventHandler::HandleEvent(iEvent & ev={...})  Line 209   C++
     psclient.exe!csEventQueue::Dispatch(iEvent & e={...})  Line 250 + 0x26  C++
     psclient.exe!csEventQueue::Process()  Line 233  C++
     psclient.exe!csDefaultRunLoop(iObjectRegistry * r=0x00c021f8)  Line 82  C++
     psclient.exe!main(int argc=1, char * * argv=0x00b74d68)  Line 1893 + 0x9    C++
     psclient.exe!mainCRTStartup()  Line 398 + 0x11  C
   KERNEL32.DLL!7c59893d()    


From what I could understand, msghandler is null.
Can somebody give me some hint on how to solve this problem?
Thanks,
Ary

19
Development Deliberation / Sound fading
« on: March 08, 2005, 09:06:58 am »
Hi,

I have been trying to make fading the \"login\" screens music, but without success.

I wrote this:
psengine->GetSoundManager()->OverrideBGSong(\"mainmenu\", true, 200.0);

but, it is completely uneffected. Is it a bug, or have I invoked in a wrong way OverrideBGSong?


Ary

20
Development Deliberation / pawsMultiLineText and Text
« on: March 04, 2005, 09:35:53 am »
Hi,

I have noticed that pawsMultiLineText widget in path (label_description) is not visualized (it happens also in PS).

I forced the text in this way :

label_desc = (pawsMultiLineTextBox*)FindWidget(\"label_description\");

    label_desc->SetText(\"Please select a description or write a custom one.\");


But, if I write the text in the widget, like here:

21
Development Deliberation / Crashes on doubleclicking
« on: March 04, 2005, 08:09:44 am »
Hi,

For \"testing\" purposes, I have been doubleclicking on my \"avatar\".
I am compiling a modified version of PS.

It crashes.

Looking at the bt this is what I can determine:

  msvcr71d.dll!_NMSG_WRITE(int rterrnum=10)  Line 195 C
   msvcr71d.dll!abort()  Line 44 + 0x7 C
   msvcr71d.dll!_assert(const char * expr=0x0070eba8, const char * filename=0x0070ebb4, unsigned int lineno=559)  Line 306 C
>  psclient.exe!csArray,csArrayMemoryAllocator >::Get(unsigned int n=2)  Line 559 + 0x1f    C++
     psclient.exe!csArray,csArrayMemoryAllocator >::operator[](unsigned int n=2)  Line 585    C++
     psclient.exe!psEntityTypes::BuildDfltBehaviors()  Line 122 + 0x28   C++
     psclient.exe!psMainWidget::OnMouseDown(int button=1, int keyModifier=0, int x=502, int y=439)  Line 250 + 0x26  C++
     psclient.exe!PawsManager::HandleMouseDown(iEvent & event={...})  Line 279 + 0x27    C++
     psclient.exe!PawsManager::HandleEvent(iEvent & event={...})  Line 213 + 0xc C++
     psclient.exe!psEngine::HandleEvent(iEvent & ev={...})  Line 606 + 0x12  C++
     psclient.exe!psEngine::EventHandler::HandleEvent(iEvent & ev={...})  Line 209   C++
     psclient.exe!csEventQueue::Dispatch(iEvent & e={...})  Line 250 + 0x26  C++
     psclient.exe!csEventQueue::Process()  Line 233  C++
     psclient.exe!csDefaultRunLoop(iObjectRegistry * r=0x00b166c8)  Line 82  C++
     psclient.exe!main(int argc=1, char * * argv=0x00b14cb0)  Line 1881 + 0x9    C++
     psclient.exe!mainCRTStartup()  Line 398 + 0x11  C
   KERNEL32.DLL!7c59893d()    


In psmainwidget

it is here ->
csString psEntityTypes::BuildDfltBehaviors()
{
    csString dflt;
    for (size_t i=0; i < types.Length(); i++)
    {
        if (i > 0)
            dflt += \"|\";
        dflt += types->commands[types->usedCommand];
    }
    return dflt;
}


more exactly this line -> dflt += types->commands[types->usedCommand];

i is equal to 0


Then, if we go further, i go to array.h

 /// Get an element (non-const).
  T& Get (size_t n)
  {
    CS_ASSERT (n < count);
    return root[n];
  }

CS_ASSERT is the point.
n = 2 and count = 2.
There it crashes.

Would it be like that also in a debug version of PS or have I introduced some problem somewhere?

Ary

22
Wish list / Register
« on: March 03, 2005, 02:49:16 am »
Since it is more practical to have the register (or new account) page on the web, and people constantly ask how to do that step, could it be an idea to put a little \"something\" on the login screen, like a button that pop up an yesno window with written : If you want to create a new account, please visit website bla bla bla

?
Ary

23
Development Deliberation / Sound Manager
« on: March 02, 2005, 05:18:51 am »
Hi!

I want to ask something on how the sound management works.

I have found the XML files in the map files (sound.xml) and they seem to have the information on \"which music to play\" depending from sector to sector.

1)How this line works, though?
(associated to a mesh?)

Is it like considering the mesh an emitter of sound and have the sound always there, if you are in a certain range?
Or something else?

In any case, is there something special to consider when deciding that a mesh is \"a sound emitter\"?
(because, I have tried something but I get a crash at this line csRef move = mesh->GetMovable();  in pssoundmng)

This is the BT of that crash:
>   pssound.dll!psSectorSoundManager::Enter(psSectorSoundManager * leaveFrom=0x00000000, int timeOfDay=1, int weather=1, csVector3 & position={...})  Line 1318 + 0xe   C++
     pssound.dll!psSoundManager::EnterSector(csString & sectorName={...}, int timeOfDay=1, int weather=1, csVector3 & position={...})  Line 693  C++
     psclient.exe!ModeHandler::SetSectorMusic(const char * sectorname=0x08bffcf8)  Line 368  C++
     psclient.exe!ModeHandler::HandleNewSectorMessage(MsgEntry * me=0x04c39248)  Line 359    C++
     psclient.exe!ModeHandler::HandleMessage(MsgEntry * me=0x04c39248)  Line 235 C++
     psclient.exe!psClientNetSubscriber::HandleMessage(MsgEntry * msg=0x04c39248, Client * __formal=0x0012fd30)  Line 72 + 0x16  C++
     psclient.exe!MsgHandler::Publish(MsgEntry * me=0x04c39248)  Line 98 C++
     psclient.exe!psClientDR::CheckSectorCrossing(iPcLinearMovement * linmove=0x08bcf310)  Line 153  C++
     psclient.exe!psEngine::UpdatePerFrame()  Line 802   C++
     psclient.exe!psEngine::HandleEvent(iEvent & ev={...})  Line 731 C++
     psclient.exe!psEngine::EventHandler::HandleEvent(iEvent & ev={...})  Line 209   C++
     psclient.exe!csEventQueue::Notify(unsigned int pseudo_event=10)  Line 220   C++
     psclient.exe!csEventQueue::Process()  Line 237  C++
     psclient.exe!csDefaultRunLoop(iObjectRegistry * r=0x00b166b8)  Line 82  C++
     psclient.exe!main(int argc=1, char * * argv=0x00b14ca0)  Line 1881 + 0x9    C++
     psclient.exe!mainCRTStartup()  Line 398 + 0x11  C
   KERNEL32.DLL!7c59893d()    


2) I have seen that now, while loading the client, it can finds the sound.xml for a sector, but not the   Could not find file: /planeshift/world/landscape_cleanedsound.xml
How should this be created?

3) Which should be the difference between \"background music\" and \"ambient music\" ?

4) uhm, it seems that when I close the window (minimize) the sounds go away, but when I maximize it I cannot get the sound running again?

Thanks,
Ary

24
Development Deliberation / Some Explanation for pscelclient.cpp
« on: March 01, 2005, 12:40:18 pm »
Hi,

I don\'t understand so good which is the role of this
void psCelClient::RemoveObject(GEMClientObject* entity)

In pscelclient.cpp

Can somebody tell me briefly what does it do?
Does it remove objects from a character, or.. ?

Thanks for the help,
Ary

25
Development Deliberation / Pawsinteraction
« on: February 22, 2005, 11:22:02 am »
I am looking at the \"action menu\", also known as interaction window in the code.

Why the command \"drop\" is not available?
And it gets: types.Push(0);

in pawsinteractwindow.cpp?!


Ary

26
Development Deliberation / Action Location
« on: February 21, 2005, 03:21:20 am »
Hi,

I would like to have some information on this part of the code.
Is it fully implemented or not?
If it is not, what is it missing?

Thanks,
Ary

27
Single Author Stories / Queen of Stars - The history of Elentari
« on: February 20, 2005, 06:17:11 am »
It was a really cosy evening, that day. The snow was falling from the sky like in a little dance, where the music was given by an unreal silence.

Elentari and AryHann were playing in the little house on the big Thalla, in front of their real house. The little house was the gift from their mother\'s father who recommended them to take care of the Thalla from there.

The Thalla was incredibly big and strong, and his branches were long and trying to reach the endless sky, aiming for every little ray of the Azure Crystal. The bark was of a light yellow color, covered by little black and red points. Every branch was covered by the same yellow color, but there were less black and red points, and the youngest branches were completely yellow.
It was really strange, for Elentari, that a tree with such a color was not giving the environment some sort of light. Especially during winters, when there were no leaves. At least, when the light from the Crystal was becoming stronger, and the little leaves of a silver-blue color were starting to grow, they were reflecting the azure light and making everything feel even warmer.

It was so rare, those days, to see such a big Thalla. A lot of them were cut down by the Klyros for making to them possible to fly. The Thalla were growing often so tall that it was hard for them to fly not to far from the ground!!!!

Elentari was so shocked to hear why all those wonderful trees were not there anymore. She couldn\'t believe her little pointed ears!

That is why she liked so much to play in the little house, where she liked to collect all the sorts of herbs trying to mix them for creating some sort of cream to be applied over their little wounds, or some nice drink that could taste a bit original.

At that night, AryHann became tired quite soon and she decided to go and stay a bit with her parents in their big bed.
Elentari observed her little feet moving around and after some seconds, also her golden head was disappearing down in the hole in the pavement.

Elentari, then, showed her little face down the hole, following with her green-emerald eyes the steps of her sister, that soon disappeared in the big house.
She stood up and looked a bit out of the window, observing were the big branches were going ...
The snow was covering the upper part of the branches and that was creating some strange effect of colors, but what was more charming was the dance of the flakes.

She sat again and tried to mix some new herb that she found growing under a stone and she was hoping that some of the leaves from the Thalla could be there so the mixture would had a wonderful color...

She liked colors, she liked herbs... she liked snow! That was really a perfect night, alone in the little house, for dreaming!

Suddenly, though, the silence was broken by a dark voice, that was calling her name. Elentari was looking down the hole and out of the window without being able to see anybody in the sorroundings. The voice called her again...
She realized that the voice was coming from .. the Thalla!!!
She put herself closed to the big trunk and put, instinctevely, her hands on the yellow bark. A golden light absorbed her and she heard the tree talking.

Elentari, my little flake, you don\'t have to be scared! I am your friend, as you well know inside your little heart!
She was not scared at all, and her eyes were looking at the tree like she was watching Talad for the first time...
I couldn\'t talk with you in other occasions, but I have been so eager for having this moment for us...!
The Klyros didn\'t cut all my siblings for flying! What a bad excuse...

Elentari could notice how the voice was trembling and full of feelings while she was having the contact with the tree.
It is just that they cannot stand our magic and our power! They cannot tolerate voices talking and .. they cannot listen because their heart is so stubborn!

The Thalla took a big pause, then...and it continued slowly
You know, little lilium, that there is a legend that says that each Thalla has a fragment of a star. Right?
Elentari nodded fast.
Well, you shall know that it is not just a legend...
Every Thalla has for real a little fragment of stars inside, that is why the leaves have that silverish color! And, well, you might think \"Why is it saying such things to me?\" and the answer is.. because you, my dear, have a connection with us!
Finally, Elentari was surprised and exclamed: Me???
The Thalla then continued:Yes, it happens in special circumstances that instead of a Thalla a star fragment takes place in the heart of a newborn baby and this happened when you were born! It is a really rare circumstance, that takes place just every 1000 years....
You should know that know one, except the trees and the flowers, and all the animals, knows about that and this a secret that no one of the two-legs being knows...
Elentari, from her eight years of life experience, was not able to understand what the tree was saying...
My dear, you don\'t have to understand everything know, but remember that in ten years, you will have to come back here, wherever you will be and touch me, like you did tonite!!!
And after that, the silence took over again and the glowness emitted by the bark disappeared in the darkness.

Elentari was eighteen, this new day. Her golden hair was long and covering all her back, and her emerald eyes were sorrounded by a white pencil that was underlining her sight.
She was so beautiful in her green dress, long till the feet, where protective enchantments were cast by the dermorian taylor. A silver belt, with a small azure crystal, was at her waist and a little silver bracelet with the same stone in the middle, was on her left wrist.
She said to her mother and to her sister that she had to go back to Ojaveda, even if right now there were just ruins. They tried to understand without so much belief. Elentari was always so dreamful for them!

And finally, the little lilium reached the Thalla. Luckily, it was still there! And luckily, thanks to the new laws, the Thalla were not brought to the extinction by the Klyros, but were protected and every dermorian family had to plant a new Thalla for each baby.
It was still big and impressive, even if she was much taller than ten years before... and the little house was still there! So she climbed the trunk and she entered the place so full of funny and sweet memories of her childhood.

She ate some little greenberry and a piece of the bread that her mother gave her, and she read some parchment about how to use the power of the charm. The charm school was really a big commitment, but she was stubborn and she wanted to reach her final goal.

After some hour of waiting, finally she heard again a voice.
The voice.
Elentari...
She put her hands over the trunk immediately and she entered some sort of trance, sorrounded by the golden aurea.
My little flake, you came!!! Thank you...
Now that you have been becoming such a beautiful flower you are ready for getting your power...
Elentari was again surprised, like that night so far in the time..
Yes, a power. The baby that receives the fragment of star becomes the protector of the Thalla and all the stars, because the Thalla and the stars are connected... yes, also them. The Thalla are the connection between the stars and the ground and they need not only a protector, but also a leader, and since they cannot move, due to their nature, the leader must be a two-leg being... a Dermorian!
Elentari couldn\'t believe -again- her pointed-ears!
So, now, you will be called by all nature beings Queen of Stars, milady, and you will receive a little gift from all of us...
Remember that from now on you will hear our voices and that being a queen it is not just a pleasure.. and .. good luck!
Good Luck?
The young elf was still so puzzled and confused and as soon as the connection went off she felt in the left hand a little cold object that was hurting in the contact between the hand and the bark.
She put the object in front of her eyes and she saw a little ring with an emerald stone. In the stone there was clearly a fragment of the stars, since the sparkling silver - golden light that was erupting from it.
She weared immediately the ring on her right hand and she started to get some feeling of what good luck meant...
Voices, voices everywhere were giving her welcome and from the window, a straight azure ray was creating a perfect game of light and shadow in which the sparks from the ring were dancing happily...

Queen of the stars...

28
Development Deliberation / More questions on the database
« on: February 18, 2005, 11:00:07 am »
Hi,

I have prepared nice little zip files with meshes in .spr files, their textures and a little icon 64x64.

I want to load this items in my PS (where with my I mean the modified version)..

From what I know the tables I have to look at are the items one, but also common_strings.

Now, some question about common_strings table.
+-----+---------------------------------------------+
| id  | string                                      |
+-----+---------------------------------------------+
|  28 | weapons#doubleaxe01a                        |
+-----+---------------------------------------------+
+-----+---------------------------------------------+
| id  | string                                      |
+-----+---------------------------------------------+
|  29 | /planeshift/weapons/doubleaxe01a_icon.png   |
+-----+---------------------------------------------+

For example. I have understood that the doubleaxe01a mesh is called with weapons#doubleaxe01a and then, the icon is referred in the string under it.
But...
Does PS knows that weapons.zip (or the directory, in the case of the CVS version) is in /planeshift/art/things? If yes, it is because it is mounted in celsomething (I don\'t remember the point of the code, sorry?)?

Second.
When I was creating my items zip files, by mistake, I was creating files like \"food.zip, weapons.zip\". When it was loading such files from the code (in the point above, the one that I don\'t remember)  it was crashing. I have renamed those files and then it went fine.
Why did that happen? Is there some rule on how to create those files or.. something else?


Third
The categories are the zip files name or it doesn\'t matter? (item_categories table)

Fourth
Is there an extensive guide, somewhere for (taken from item_stats)
stat_type
flags
item_type

and if there would be some explanation also over the other fields it would make things easier...

No other questions come up in my head, for the moment.
Thanks,
Ary

29
Development Deliberation / Sectors table in PS db
« on: February 16, 2005, 11:58:37 am »
Hi,

I would like to know better which is the value of the fields of that table.
Of course, I have noticed that if I change the value I get rain. What I would like to know is if that numbers are seconds, milliseconds, similars and eventually, if it is possible, which are the value used in PS for one outdoor sector.

Ary

30
Development Deliberation / Cannot compile
« on: February 16, 2005, 11:07:01 am »
Hi,

I have been trying to compile the latest CVS version of PS, after I have been updating CS with the new cs-win libs and compiled it with the latest CVS Version.

I get a compiling error:

  vmAnimCallback *callback = new vmAnimCallback; in psengine.cpp

C:\\Development\\planeshift\\src\\client\\psengine.cpp(1304): error C2259: \'vmAnimCallback\' : cannot instantiate abstract class

That is what it has been changed for the repetition of the animation while crafting (right?)

Thanks for the help,
Ary

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