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Messages - qwertymc2

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2
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: March 22, 2016, 07:32:11 am »
Though in all honesty, I don't believe much could be learned from those logs without also knowing the roadmaps/etc.

In fact roadmaps/etc should be public too.

3
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: March 21, 2016, 03:07:49 pm »
Also notice however, that private does not mean you cannot get access to it. It is not public, but if you want to work on the code, you can contact Talad, and he can give you access to it.

And what if I simply want to read the git history and check by myself how the porting is going instead of wasting developers's time in the forums?

4
Unreal Engine / Re: Any work in SVN yet for moving towards new engine
« on: March 21, 2016, 06:27:16 am »
A private branch?  ::| Are you kidding?

5
PlaneShift News and Rules / Re: Settings and Rules Update
« on: March 16, 2016, 05:32:33 am »
Is there any news on the Unreal port?

7
PlaneShift News and Rules / Re: New PlaneShift main server!
« on: March 01, 2012, 07:35:59 pm »
aruba asks 6 eur per year for third level domains. we've been evaluating what to do since a while.

OMG are you kidding? I bought my domains from aruba but I never used their dns servers because I need more features (dkim, jabber, sip, etc...), I can host your domain names for free on my own nameservers if you want (primary + secondary on another network, ipv4 and ipv6). Anyway it's really unbelievable you have to pay for a third level :)

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PlaneShift News and Rules / Re: Crafting news!
« on: January 24, 2012, 09:57:26 am »
2011/01/15?  :oops:  ;D

9
Doom3 does support dynamic lighting, it has much MUCH better graphic and it runs at 60 fps with 6 years old cards. It works even with open drivers, so I think it's quite strange that planeshift does not have good performance with an HD3870 under windows.

10
I tried latest version on Windows 7 with latest Catalyst and my HD3870: with everything set to very high if I use the torch it becomes very slow. It's a 3 years old high end card! Planeshift shaders implementation just sucks.
With Gentoo and open drivers I have to set shaders to low otherwise: http://phoronix.com/forums/showthread.php?33116-What-s-wrong-with-planeshift-and-shaders-set-to-gt-medium.

Fortunately R600g can now run Planeshift with S3TC on and everything set to very high except form shaders.

11
Linux Specific Issues / Re: Gentoo ebuilds
« on: September 02, 2010, 05:48:02 am »
Also, you should add the overlay info to the first post of the thread.

Quote
git://gitorious.org/louxgit/portage.git

# emerge -av app-portage/layman app-portage/autounmask

# echo "source /usr/portage/local/layman/make.conf" >> /etc/make.conf

layman -f -o http://overlay.linuxsystems.it/layman.xml -a planeshift

autounmask -n games-rpg/planeshift-0.5.01-r5444 (replace with the current version, omitt the version to see which versions are available)

12
Linux Specific Issues / Re: Gentoo ebuilds
« on: August 31, 2010, 08:59:17 am »
!!! All ebuilds that could satisfy ">=dev-games/crystalspace-ps-1.9-r34205" have been masked.
!!! One of the following masked packages is required to complete your request:
- dev-games/crystalspace-ps-1.9-r34616 (masked by: invalid: DEPEND: USE flag 'python' referenced in conditional 'python?' is not in IUSE)
- dev-games/crystalspace-ps-1.9-r34205 (masked by: invalid: DEPEND: USE flag 'python' referenced in conditional 'python?' is not in IUSE)

(dependency required by "games-rpg/planeshift-0.5.05-r6169" [ebuild])

13
Linux Specific Issues / Re: Gentoo ebuilds
« on: August 20, 2010, 12:39:35 pm »

14
Linux Specific Issues / Re: Gentoo ebuilds
« on: May 28, 2010, 04:17:25 am »
Uhm... why don't you mask the use flag then?

15
Linux Specific Issues / Re: Gentoo ebuilds
« on: May 26, 2010, 01:48:14 pm »
LinkPlugin cscursor.so
ObjTagMetaData cscursor.so
...failed updating 1 target(s)...
...skipped 1 target(s)...
...updated 1260 target(s)...
 * ERROR: dev-games/crystalspace-ps-1.9-r34096 failed:
 *   compile failed
 *
 * Call stack:
 *     ebuild.sh, line  48:  Called src_compile
 *   environment, line 3034:  Called die
 * The specific snippet of code:
 *       jam || die "compile failed";

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