Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - aarobber

Pages: [1]
1
General Discussion / Re: Balooooooooooooons
« on: July 11, 2007, 10:38:13 pm »
A couple things about chat bubbles:

1. the default settings are definitely a little extreme.  I suggest removing the say and shout lines from your config file so that you really only get the messages that are important to you.  The defaults were done this way really to just show you guys that there is this option and I encourage everyone to disable whatever message types they find annoying or disable the chat bubbles entirely.

2. Chat bubbles are hardly a finished feature.  They are not much more than a prototype at this point and I expect them to be improved quite a bit in the near future.

3. I am currently rewriting the options window system.  This is the reason why chat bubbles are not in the config window right now, but they will be in the new options system.  Please read Quantus's comment for how to disable some or all chat bubble types.

2
The Hydlaa Plaza /
« on: August 04, 2005, 05:28:06 am »
It is possible to place the implementation in the header file.  In fact, pretty much every coder does that for very simple functions.

The issue is that problems arise when placing implementation in a header file.  One big one you\'ll probably run into in this situation is that a lot of build utilities won\'t look for changes in a header file and won\'t recompile everything dependent on your latest implementation changes to the header file.  This will result in wierd errors that would be difficult for a newbie to pinpoint.

3
Technical Help: Problems BEFORE entering the game /
« on: July 23, 2005, 08:20:57 am »
I wouldn\'t suggest formatting your harddrive, I just don\'t see how that would help.

It\'s also not a windows feature to reboot when your CPU overheats.  Any rebooting due to overheating will most likely be a built in failsafe (check your BIOS).  PS is probably the most CPU and GPU intensive program you\'ve ever tried to run, so ensure that you have a decent cooling system and check your temperatures.

Clearing up your harddrive of unused programs or formatting is probably not going to help you.  It\'s most likely a hardware problem.

Also, upgrading your graphics drivers might help.  There aren\'t a lot of things besides hardware problems that could cause your computer to restart like this, but problems with your graphics drivers could definitely be one.

Updating DirectX won\'t do anything for you with respect to this problem.

4
Wish list /
« on: July 21, 2005, 09:34:43 pm »
There\'s already a list of things to do from a coders standpoint (the PS bugtracker), but if you want to contribute art then you have to go straight to Talad and ask for a task.  You can find info on how to do that at the PS main website, but you will need to give examples of previous work.

5
Wish list /
« on: July 21, 2005, 09:26:41 pm »
Quote
Originally posted by Xayton
 Of course this is not the only thing that can be improved to save cpu time, another problem is that when the game is not the active window (in windows you can switch using ALT+TAB) the cpu is still completely active, at least when the game window it\'s not visible, the game should skip drawing.


Are you sure it\'s doing this?  If the canvas is not visible then rendering will not occur.  Try minimizing the window and seeing if there\'s a difference, but it should stop as long as the entire window is covered.

6
Fan Art /
« on: July 15, 2005, 05:08:05 am »
Quote
Originally posted by Shadowfax
I don\'t really know what I\'m doing with the xml part but so far it\'s going well. The only problem I have had is that the images turn out looking strange in game.


You can try two things to clean up the images:


1) You don\'t really want the images to be scaled by PAWS in game.  There\'s a flag that will prevent scaling with changes in screen resolution:



That resizetoscreen=\"no\" is the one that will prevent it from scaling in different resolutions.  You also have to make sure that it\'s the exact same size as your texture if you want to minimize artifacts.  The idea is that you want the image to be rendered at the exact same size as the source texture.


2) Make your images more \'textured\' by removing sharp edges and sharp falloffs in colour.  This will make the texture scale better in game.

7
Fan Art /
« on: July 14, 2005, 10:08:03 pm »
I don\'t understand why you guys are saying it\'d be incredibly difficult to make this GUI.

The hard part is the artwork.  Once you have everything mapped out it\'s just a matter of reading the values from photoshop and plugging them into your xml widget file.

Separating the info window into separate windows, etc makes things more difficult, but with recent (two months ago) changes to PAWS of adding a subscribe/publish system, it should be relatively easy.  It may even be possible to pull this off without changing any code, although that would be an ugly solution.

BTW, I love the concept.

8
Wish list /
« on: July 07, 2005, 01:52:08 am »
By \"auto-run\" do you mean the feature where you click somewhere and then automatically run to that location?

If so, how should an auto-walk work?  Like, when would it decide to auto-run and when would it auto-walk?

9
Linux Specific Issues /
« on: March 20, 2005, 11:53:14 am »
Quote
Originally posted by Tharizdun
I dont often check into this thread, but was browsing the most recent few posts and this caught my eye. What information do you base this statement on? The server like the client and every other bit of source code is licensed under the GNU General Public License. I certainly can launch my own server, as can anyone else under whatever platform they please, and make it connectable to by anyone over the internet.

Perhaps you are privy to the opinions of the developers that we are not - you have said that they dont want \"wild PS servers out there\". Even if this is the case, the license that their code is released under does not give them the authority to restrict the use of the code in this manner.


The basic idea is that only the source is open, the data files (models, maps, database, etc) are closed and do not fall under the GPL.  If you create your own models, maps, quests, items, etc. you\'re definitely allowed to run your own server, but it\'s not a PS server without the PS data.

This has been debated many many times before, so, instead of arguing here, I suggest searching through the forum history if you\'re interested in the specifics.

10
Wish list /
« on: September 15, 2004, 11:04:39 pm »
I did put some thought into how the effect system could be extended to allow for cal3d decals (visible scars, cuts, etc) and came up with a couple possibilities (too involved to explain here) to implement this effect.

But, it\'s important to note that such an effect would increase the resource requirements and might not even be worth the slight advance in visual appeal.

Either way, this would be a low priority.

PS, things like dripping blood that don\'t have to \"mold\" or wrap around the player model are already possible.

11
General Discussion /
« on: April 27, 2004, 12:27:43 am »
One big challenge is that an auto-patching technique must have a solid base to be successful. Adding something like a patch that implements half the functionality of fighting will render the game unusable.  

CB is a major structural change to PS, not a large series of small patches.

12
Wish list /
« on: March 14, 2004, 05:46:45 am »
The camera system for CB has been completely redesigned from the ground up, so it will behave very differently from the one found in MB.

Pages: [1]