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Topics - AryHann

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31
Fan Art / 2d Artists with free time?
« on: February 09, 2005, 04:47:46 am »
Hi everybody,

I have still to ask a big favour to every 2d Artist around that has free time and a golden heart.

My project (www.reflex.lth.se/culture/disabilities) is going somewhere, finally, and I have been able to place my environment (a Bronze Age village) in Planeshift.

As you might now, Planeshift art is not distributed and, even if it would, a medevial-inspired style is not perfectly coherent and suitable for a Bronze Age one.

I would need therefore help in creating icons, buttons, windows background, splashscreen (?) for my project and yes, I am not yet an artist therefore I need help with it.

Another thing is the lack of time: unfortunately, I have strict deadlines, and this might be a problem if somebody of you has lack of time.

If somebody is interesting in this \"job\" (I am afraid I cannot pay anybody.. it will be just for the glory :- ( ) please contact me through PM or reply to this message.

Thanks in advance,
Ary

32
Development Deliberation / Compiling...
« on: January 27, 2005, 01:45:38 pm »
I got some nice error while compiling:
C:\\Development\\planeshift\\src\\client\\gui\\psmainwidget.cpp(273): error C2440: \'initializing\' : cannot convert from \'iSector *(__thiscall iCamera::* )(void) const\' to \'iSector *\'


This generated a lot of other errors, of course, since psmainwidget.cpp of libgui didn\'t compile properly

I m using MSVC 7.1

The line is this :
iSector* sector =psengine->GetPSCamera()->GetICamera()->GetSector;

Thanks to lynxlynxlynx it is enough to correct
GetSector() (adding the parentheses).


After this, I tried to compile again and I get:
 libgui fatal error C1083: Cannot open source file: \'v:\\sf.net\\cvsroot\\planeshift\\src\\client\\gui\\pawsgmaction.cpp\': No such file or directory
 libpsserverobjects fatal error C1083: Cannot open source file: \'v:\\sf.net\\cvsroot\\planeshift\\src\\server\\bulkobjects\\psactionlocationinfo.cpp\': No such file or directory

Ary

33
Technical Help: IN GAME bugs (after loading world) / Crash on /admin
« on: January 26, 2005, 05:50:47 am »
Everytime I use the command /admin (which I used for \"testing\" purpose, since I wanted to know better what exactly it does and how does it work) the client crashes.

Ary

34
Development Deliberation / Errors in compilation
« on: January 24, 2005, 04:40:05 am »
Hi!

With MSVC 7.1 I have tried to compile the latest CVS version of PS.

I got a lot of warnings, and some error on apppserver that didn\'t make such project compile successfully.

Here it is:

command.obj : error LNK2019: unresolved external symbol \"public: void __thiscall EconomyManager::ClearTransactions(void)\" (?ClearTransactions@EconomyManager@@QAEXXZ) referenced in function \"int __cdecl com_transactions(char *)\" (?com_transactions@@YAHPAD@Z)
command.obj : error LNK2019: unresolved external symbol \"public: struct TransactionEntity * __thiscall EconomyManager::GetTransaction(int)\" (?GetTransaction@EconomyManager@@QAEPAUTransactionEntity@@H@Z) referenced in function \"int __cdecl com_transactions(char *)\" (?com_transactions@@YAHPAD@Z)
command.obj : error LNK2019: unresolved external symbol \"public: unsigned int __thiscall EconomyManager::GetTotalTransactions(void)\" (?GetTotalTransactions@EconomyManager@@QAEIXZ) referenced in function \"int __cdecl com_transactions(char *)\" (?com_transactions@@YAHPAD@Z)
psserver.obj : error LNK2019: unresolved external symbol \"public: __thiscall EconomyManager::EconomyManager(class EntityManager *,class MsgHandler *,class EventManager *)\" (??0EconomyManager@@QAE@PAVEntityManager@@PAVMsgHandler@@PAVEventManager@@@Z) referenced in function \"public: bool __thiscall psServer::Initialize(struct iObjectRegistry *)\" (?Initialize@psServer@@QAE_NPAUiObjectRegistry@@@Z)
psbuild\\debug\\temp\\apppsserver\\psserver.exe : fatal error LNK1120: 4 unresolved externals

Ary

35
Technical Help: IN GAME bugs (after loading world) / Credits
« on: January 20, 2005, 08:45:07 am »
Hi,

I was looking at the credits on the client login page, and I think there is a little mini bug, on Niber name, since I guess the ? is not in the standard font set, so the result I got was a square instead of ?m!

Ary


36
Wish list / Some usability issue
« on: January 20, 2005, 05:38:43 am »
Hi!


I certainly cannot be considered yet an expert on usability, but we can say that my path has been leading considering a lot that subject.


Yesterday, I have finally learnt a bit how to play CB (ok, I had been in game, but never did really something \"intelligent\"), and I was noticing that, on one hand, the system of windows that are trasparent/opaque, can be moved, resized, etc. is very functional (even if, I believe that the command /who is waisted and a bit useless in game: probably, somebody said it already, but when there are a LOT of players, it is impossible of having an idea of who is for real online - maybe it is better to use an homepage for that?), on the other hand I find a couple of things absolutely \"terrible\"!


- the name over the players! A part from the fact that sometimes, instead of the name I get some black block (and yes, I have been reading the thread about it...), they are TOO big, and they cover TOO much of the visual. I remember that I was appreciating so MUCH how instead the name was placed in MB. It was there, visible, but not too much. A discrete presence that could really not distract the player. (If I am saying some stupid thing just consider that this is first impression from a newbie in game - even if eventually these things can be fix in the settings -, and the first impression is important, because can tell to a player if he/she wants to continue to play. )


- when I select a target I get a pink aura. Also that is quite distractive and ok, that should be implemented in an not equivocable way, visible and clear, in order to avoid mistakes. Maybe is matter of getting used to it, but the first impression is : \"wtf is that?\". I have to think about a solution ...


- This is not really usability but: in the fighting system, the number could be substitute by a name of a damage : small (a scratch), big (a big wound?!... I have lack of fantasy now.

- Moving object -> it becomes an NPC. I don\'t understand why there is this \"solution\" when a character drop an object. Why isn\'t the object visualize itself? Is it because there is not a proper model? By the way, I think it is really puzzling!

If I have said some obvious thing, I am sorry. I have run the \"search\" button a couple of time for checking that what I have said was something new and not repeated billion of times. If I did, I am really sorry.

Ary

37
General Discussion / Death Realm
« on: January 19, 2005, 05:22:28 pm »
Hi!

Today, I have been unfortunately killed by a rat (ok, everybody can laugh, now!) and so, I ended up in the Death Realm.

At the beginning I was a bit confused, but then I realized (also because somebody suggested ...) where I was and I tried to explore to find a way out..

I must confess, honestly, that I have noticed a great art work in PS. Really, for being a not commercial game, result of time of appassionated people, I think there is a care of details that is impressive, and I know how much time does it take to create some model that is convincing and satisfactory (even if, since I am not an artist my models suck by default ;-) ).

I think that the atmosphere of the Death Realm was absolutely great. I was feeling in trap, afraid of falling down, wanting to escape and looking everywhere around and  everything was dark.
No words on how cool it is the way back home...

I think that conceptually as alternative to permanent death, and stupid immediate resurrection, this is a really brilliant solution (ok, my previous experiences were just MUDs related... but...) and.. well, what I can say more than show how much impress I was?

Okey, probably nobody cares of the opinion of a person like me, that haven\'t played so much and hasn\'t been so active in the forum. I just think that it is important also to give really positive feedback!

Thanks to all PS team :-)
(especially for the code ;-P )

Ary

38
Development Deliberation / pschardata.cpp
« on: January 19, 2005, 10:20:43 am »
Hi!

I have been trying to update from CVS the latest PS the whole day, but for the whole day I didn\'t get any specific update, therefore I constantly compile with MSVC 7.1 and I get a lot of errors.

Specifically:
I think that this
plgpfcharacterdata fatal error C1083: Cannot open source file: \'\\development\\planeshift\\src\\common\\psprop\\character\\pschardata.cpp\': No such file or directory

deserves to be mentioned!

I hope tomorrow the project file for MSVC will be updated with the fact that it shouldn\'t go and searc for pschardata.cpp

(Are my suppositions correct?)

Ary

39
Technical Help: Problems BEFORE entering the game / Problems with Forum
« on: January 17, 2005, 02:31:42 pm »
Hi

I have win 2000 and an updated version of IE 6.0.
I constantly get a runtime error when I click on the message window or from it, I click somewhere else.
The line is 135

Ary

40
Development Deliberation / Warnings and Errors during compilation
« on: January 17, 2005, 09:36:02 am »
Hi,

I am compiling PS with MSVC 7.1. I have followed all the instructions given by http://cvs.sourceforge.net/viewcvs.py/planeshift/planeshift/docs/compiling-visualc.txt?view=markup

I got these warning and errors:

C:\\Development\\curl\\include\\curl\\curl.h(30): fatal error C1083: Cannot open include file: \'curlver.h\': No such file or directory
C:\\Development\\curl\\include\\curl\\curl.h(30): fatal error C1083: Cannot open include file: \'curlver.h\': No such file or directory
C:\\Development\\planeshift\\src\\server\\bulkobjects\\psnpcdialog.cpp(320): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\eedit\\eeditloadeffecttoolbox.cpp(91): warning C4018: \'<\' : signed/unsigned mismatch
C:\\Development\\planeshift\\src\\server\\bulkobjects\\psitem.cpp(1344): warning C4018: \'<=\' : signed/unsigned mismatch
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(404): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchor\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(404): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchor\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(404): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchor\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(420): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchorKeyFrame\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(420): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchorKeyFrame\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(420): warning C4265: \'EEditEditEffectToolbox::EffectSelectNewAnchorKeyFrame\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(370): warning C4265: \'EEditEditEffectToolbox::EffectSelectString\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(370): warning C4265: \'EEditEditEffectToolbox::EffectSelectString\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(370): warning C4265: \'EEditEditEffectToolbox::EffectSelectString\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(354): warning C4265: \'EEditEditEffectToolbox::EffectSelectVec3\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(354): warning C4265: \'EEditEditEffectToolbox::EffectSelectVec3\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(354): warning C4265: \'EEditEditEffectToolbox::EffectSelectVec3\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(386): warning C4265: \'EEditEditEffectToolbox::EffectSelectYesNo\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(386): warning C4265: \'EEditEditEffectToolbox::EffectSelectYesNo\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
c:\\Development\\planeshift\\src\\eedit\\eeditediteffecttoolbox.h(386): warning C4265: \'EEditEditEffectToolbox::EffectSelectYesNo\' : class has virtual functions, but destructor is not virtual
         instances of this class may not be destructed correctly
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(242): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(243): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(272): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(273): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(274): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(275): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(312): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(313): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(314): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(315): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(334): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(335): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(336): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(337): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(370): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(371): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(372): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\common\\effects\\pseffectobjspire.cpp(373): warning C4305: \'argument\' : truncation from \'double\' to \'float\'
C:\\Development\\planeshift\\src\\client\\sound\\pssoundmngr.cpp(1333): warning C4305: \'argument\' : truncation from \'int\' to \'bool\'
c:\\Development\\planeshift\\src\\common\\net\\netprofile.h(41): warning C4512: \'psNetMsgProfiles\' : assignment operator could not be generated
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\ostream(574): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\istream(828): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\istream(1064): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\ostream(479): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\ostream(479): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\istream(99): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\istream(99): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\xstring(1453): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\xstring(1453): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\xstring(1453): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\xlocnum(96): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Program Files\\Microsoft Visual Studio .NET 2003\\Vc7\\include\\xlocnum(96): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
C:\\Development\\planeshift\\src\\npcclient\\npcclient.cpp(866): warning C4541: \'dynamic_cast\' used on polymorphic type \'gemNPCObject\' with /GR-; unpredictable behavior may result
C:\\Development\\planeshift\\src\\common\\util\\fparser.cpp(1520): warning C4805: \'!=\' : unsafe mix of type \'const char\' and type \'bool\' in operation
libpsengine warning LNK4221: no public symbols found; archive member will be inaccessible

Thanks in advance,
Ary

41
Fan Art / How do I create a dynamic light in 3dsmax?
« on: January 17, 2005, 05:06:17 am »
Hi!

How do I create a dynamic light in 3dsmax that is compatible with the Planeshift 3dsmax exporter?

Thanks in advance,
Ary

42
Fan Art / Is there some good 3d Artist with free time?
« on: January 14, 2005, 01:39:14 am »
Hi!

If there is any, I would invite you to check this thread out ( http://www.planeshift3d.com/wbboard/thread.php?threadid=13054&boardid=19&styleid=3&sid=cef33b71f8f3d059aaea23c27e24aae7 ).

I am really in need of help, thanks to whoever will reply.

Ary
PS: I hope this is not considered crossposting.

43
Fan Art / Playerbarrier
« on: January 13, 2005, 09:44:03 am »
Hi

I have version .46 of the 3dsmax Exporter and I am trying to export a playerbarrier (since I have noticing, opening the script that it is implemented), but it doesn\'t work.

The object is exported normally as meshobj, instead it should be a polymesh, isn\'t it?

Does the object need to be of a special type?

Thanks for the help,
Ary

44
Development Deliberation / How is the sun done in PS?
« on: January 13, 2005, 05:03:23 am »
Hi!

I hope the question is in topic.
I am going to do the lighting of my VE (Virtual Environment), and I am using the PS exporter guide, since I am using 3dsmax.

First of all, I was thinking to create the sun over the open spaces like a OmniLight (a positional one), but I got a bit confused when I was reading the guide.

From the guide:
the controller light must be named \'crystal\' and should be dynamic. This light will be affected by other factors like rain. So depending on its intensity value will control the on/off of other lights

From what I understand the controller light should be the \"sun\" of the situation, right?

If I try to see how to create a dynamic light, I read this:
Dynamic Lights:
Lights can have a dynamically changing color. If this is the case, read the \"Export Lights\" chapter or more info on how to define hue changes.

I got to the \"Export Lights\" chapter and....
This command allows you to export the light information that will be used by PS engine to render lights at different times in the day.

Select PlaneShift->Export Lights.

Please note that:

You must set the total frame number to 24 (from 0 to 23) or to 48 (from 0 to 47)
Every frame represents a certain time of the day: 1 frame for each hour starting from 0:00 am (midnight)
You can add an OmniLight called \"ambient\" that represent the ambient light. This light will not be exported as a normal light, the coordinates it has are not relevant.
The lights will be exported to a separate xml file, but those MUST be the same ones present when you exported the level.
The first 24 frames are used to get the light colors when the sun shines and no rain is present. The frames from 25 to 48 are used to get the light colors when the is heavily raining so the sun will be obscured by clouds and rain. The engine uses those extreme values to find the good ones when it\'s raining at 20%, 50%, etc...

If you set the animation length to be 24 frames, then shining sun condition and heavy rain condition will have the same light color values

I really don\'t understand where is the dynamic light referred.
How is it done in PS? The sun is a dynamic light or it is a positional one?
If it is dynamic (I don\'t have any other light depending from the \"controller\", since in Bronze Age there was no illumination of the outsides.. they were eventually using just torches) how should I create it?

Thanks in advance, and I am really sorry if this message is not appropriate, just tell me where to move it eventually.

Ary

45
The Hydlaa Plaza / Help needed with models for other project
« on: January 05, 2005, 04:01:30 am »
Hi!

I know that a lot of 3d artists are playing PS or reading this forum.

I have a project (my thesis), that use PS code, which is the reconstruction of a Bronze Age village.

I have practically finished the model, but I have some things left to do, and I am not an artist so I have encountered obstacles finishing them.
These things include:
1) Texturizing of some objects. I have objects that would need specific texture, and I am really bad in doing it. These are done in 3ds max, but they can be exported in .obj format.
2) Avatars plus animation. I have \"Bronze Age\" and \"archaeologist\" avatars that need to be done. I have some model already, but it needs some texture and animation work. The model are in Blender

Whoever may be interested in helping me (just for fun and generousity), please contact me! I really need this help, especially with the avatars.


Thanks in advance to who will answer!
Ary

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