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Ticket Resolution Summary Owner Reporter
#290 fixed Buildsystem branch without ogre.cfg nobody rgrieder
Description

The last time I checked the build system branch on tardis, we've had trouble running it without ogre.cfg. This is the config file that Ogre creates when you first start orxonox. You are then prompted for some parameters which are written to ogre.cfg. After that you don't need to do that again.

The problem then is that we never let the user create his own ogre.cfg until now. This is crap however. Changing the resolution is everything else than convenient (you'll have to edit ogre.cfg yourself). In the build system branch I "resolved" that problem by removing ogre.cfg. This is bit of a problem since Ogre can't find the necessary files when trying to show to dialog for options.

This has to be inspected thoroughly as soon as possible. It is especially important to see whether the problem only occurs on tardis. I can confirm that it works on my visual studio with windows combination.

#214 fixed Button snellen snellen
Description

Introduction

In the world of orxonox (the future) everything is automated (doors, lifts, spaceships,…). The player has to be able to interact with theses machines.

Goal

The goal of this ticket is to implement some kind of button mechanism. The player should be able to press a button to trigger a customizeable reaction. For example a door gets unlocked, or an elevator is called.

Implementation

It would be reasonable to implement the button as a new kind of ScriptTrigger. The trigger should have a target (the WorldEntity which is able to trigger the button) and a radius (How close the WorldEntity has to be to be able to trigger the action).
If the target entity is in range and the action key has been pressed then a scriptfunction has to be executed.

#107 fixed CD-engine debugDraw patrick bensch
Description

the CD-Engine currently uses the material-class to render Debug-boxes.

As this is a rather expensive method (3000 materials per level just for debug), i would suggest, that you use the Draw-approach from PNode::debugDraw, as it is much faster, and uses much MUCH less memory.

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