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Topics - fusion44

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1
General Discussion / Captcha activated
« on: December 18, 2014, 07:16:44 PM »
Hi all,

I've just activated a captcha puzzle if you register with the forum.
There has been a massive spam attack which caused lots of PITA.

Hopefully these idiots will be kept out now.

peace,
fusion44

2
General Discussion / Vacations
« on: July 01, 2014, 08:14:20 PM »
Hey all,

for your information. I'll be on vacation for two weeks with very limited internet access, beginning this Friday.
I think I'll stop by from time to time, but I can't do any meaningful work the need online access :)

Anyway, I'll be back :D

3
Programming / Feedback needed regarding Particle Universe
« on: June 08, 2014, 10:27:31 AM »
This is not a problem for Windows, but more a question for all Linux users :-)

As you know, I want to make use of Particle Universe in Summoning Wars.
You can find the repository here: https://github.com/fusion44/particleuniverse
Problem is, that its a Plugin for Ogre which doesn't ship by default. It'll require all package maintainers
to also ship the plugin with sumwars and we hardcode the path or install to Ogre's standard plugin path and we change
the plugins.cfg with cmake accordingly.

What do you think?


4
General Discussion / Version 0.5.8 Released
« on: May 04, 2014, 11:29:25 AM »
The Summoning Wars team is proud to announce the release of version 0.5.8! Get it from our downloads page. This release includes mostly changes to the underlying framework and some bugfixes. Additionally, most problems which were uncovered by the coverity static analysis tool were fixed by dezgusty. This version will not work with CEGUI 0.7 anymore. Linux users will have to compile CEGUI themselves, if the distribution does not provide packages for this version.

new feature: Poco dependency replaced with Boost
new feature: Sound engine reworked
new feature: Added sounds for the GUI
new feature: Added gameplay sounds
new feature: Added support for CEGUI 0.8
new feature: Added support for Ogre 1.9
new feature: Added support for Lua 5.2
translation: Spanish translation finished
fixed bug: Labels displayed twice
fixed bug: Black screen in main menu
fixed bug: Issues compiling in Ubuntu
fixed bug: Error in `/usr/bin/sumwars': free(): invalid pointer
fixed bug: Plugins dir not found on bodhi linux

The editor took a lot of steps forward. Recently we have completed the NPC rendering in our editor. Saving and editing still has to be implemented.

We still search for people willing to help move this project forward. If you have some free time and want to help our project, do not hesitate to join our forums and introduce yourself. We are searching for contributors in all areas. If you are a MAC or Linux user, please consider helping us out as a platform maintainer.

We now use Weblate, which is an awesome free tool to translate projects. If you are interested in helping translating, you can do it here: https://hosted.weblate.org/projects/sumwars/

5
Story / Main quest - missing the red line
« on: March 29, 2014, 06:52:19 PM »
Hey all,

I'm miss something like a guide quest that leads through the main story line. The problem is, when you start in the merc camp and completed "A friend in need" and "Maylons grave" you don't have a hint what to do next. You'll simply walk from level to level until you find a new quest. A simple quest like speak with "this person" in "this level" should already be enough. If somebody who is more familiar with the story line, could tell me what the quest should be, I can implement it.

6
I took a look at this bug in Redmine:
http://85.25.66.224/issues/91

Its not really a bug but more like a different point of view.
Currently it's displaying the equipped item from the avatar's point of view which is opposite to the players point of view.
I could switch the the item slots and this behavior will be changed. This should be a team decision. What makes more sense for you?

7
General / Release 0.5.8 - this time for real!
« on: March 27, 2014, 06:49:48 PM »
Hey all,

I've postponed the release for two weeks as I don't think we can get the packages ready for this weekend. Anybody up for a multiplayer test at some point in the next two weeks?
I want to see if I can capture some footage and slap together some very short trailer showcasing some multiplayer action.

Stefan

8
Graphics / Request: smoke animation
« on: March 22, 2014, 01:23:49 PM »
Hey all,

I've been playing with particle universe and I need a few assets. The most important is a smoke animation. It's an atlas texture like this one from the particle universe examples:
https://github.com/fusion44/particleuniverse/blob/master/Plugins/ParticleUniverse/media/examples/textures/pump_atlas_smoke.png
We can't use this one, as the licensing is unclear to me.

It simply plays the frames of the atlas over the lifetime of a particle. I've created a Photoshop template which can be used:
https://drive.google.com/file/d/0B9-4jVIpB0XuWG45cm5TTTM2QjQ/edit?usp=sharing

The template applied to a particle looks like this:
https://www.youtube.com/watch?v=0lUR8OwTa_E

The amount of rows and columns can be varied. For example you can have two rows and 4 columns. But best practice is to stay with a size of power of 2 (4x4, 2x2...)

9
General / Inventory system
« on: March 09, 2014, 10:07:18 AM »
Hey all,

I'm currently thinking how to solve bug #43 (http://85.25.66.224/issues/43). Its not hard to solve, but it shows also some problems with our current inventory system.
Why shouldn't it be allowed to have a medium sized item in the next bigger sized slot? Its kind of unintuitive that you have to let a valuable medium sized item lying on the ground,
while you have free big sized slots in the inventory. We could unify the system and assign each size different size values. I've made a small drawing to illustrate what I mean:


I'm not sure how this would work out, as we'd allow many many more items to be carried around. CEGUI supports such a system already:
https://www.youtube.com/watch?v=ZMXgAM3y7MY

I don't see this as a high pressure issue, but something to keep in mind when we redesign the UI. What do you think?

10
General / Precompiled windows packages
« on: December 26, 2013, 10:18:32 PM »
Hey all,

I've uploaded new precompiled Windows packages for Sumwars. The are based on the default branch.
I'll compile the latest editor plugin and upload it too but I think there are still some showstopping bugs left to squash :).

Stefan

11
General / Management of assets
« on: August 18, 2013, 09:48:15 AM »
Hey all,

we have a problem  :) We need to stop using mercurial for our asset management. The current repository is already 500MB huge
when its freshly checked out and its not going to get smaller as the game grows to new horizons!
I've been looking for alternatives to our asset management and I've fund 2 options which we could use:

First there is TACTICS (Short video tutorial: http://www.youtube.com/watch?v=3wI87NEIunI).
Its an open source web-based software and is used by bigger studios to manage their assets.
Its not very easy to setup, and is probably overkill for what we need.

The second option is Owncloud (http://owncloud.org/features/). It has a desktop client like Dropbox and keeps a file history.
It has also an extendable web-interface which we could use to generate packages from the file structure which can simply be extracted into the sumwars folder cloned from Mercurial.

What do you think?


12
General / Release 0.5.8
« on: August 17, 2013, 03:59:47 PM »
Hey all,

I think its to time to set the plans for the next release straight.
We currently have 8 open issues on the tracker for 0.5.8: https://bitbucket.org/sumwars/sumwars-code/issues?status=open&status=new&version=0.5.8
I'll postpone issue #15 as this very rare and probably involves changing art of the building blocks for the caves.

I think we are on a good track to get this done programming wise.
Dez is making good progress on the sound engine and the editor is at least somewhat usable for generating static regions for the game. The rest of the bugs seem* easy to fix.

On content creation side, we can hopefully integrate the redesigned Mercenary camp from Psycho and his brother.
Together with the new sounds from Dez, this is the first release with new content since a long time!
I kind of lost track what finished music tracks we can add for the release, if someone has an overview please share here so we can add them too. I'd love to add another track for the main menu as its repeating very quickly.

The release should be doable for end of September. We have an IRC meeting on 22.09 scheduled.
We should do a last play test then and release then on next weekend (22.09)

What do you think? Did I forget anything?




*That it looks easy at first glance, doesn't mean it really is :-)

13
General / IRC Meeting Sunday
« on: July 13, 2013, 07:32:40 PM »
Hello all,

who will attend the meeting tomorrow?

Stefan

14
Translation & Internationalization / Translations using weblate
« on: May 10, 2013, 04:02:26 PM »
Hello all,

beginning today we can start translating Summoning Wars using weblate!

You can access the site at http://hosted.weblate.org/projects/sumwars/ and start translating.

Please read the usage guide first which you can find on weblate.org: http://docs.weblate.org/en/latest/usage.html

15
General / Windows packages for release
« on: April 28, 2013, 01:38:59 PM »
Hello all,

I've created packages for the 0.5.7 release. Everyone who's using Windows, please help me test the packages.

Portable, .zip file: https://docs.google.com/file/d/0B9-4jVIpB0XuNU4wVnpMZDN5ODA/edit?usp=sharing
Portable, .7z file: https://docs.google.com/file/d/0B9-4jVIpB0XuLVNrU2J1TGtZb0k/edit?usp=sharing
Installer, .exe file: https://docs.google.com/file/d/0B9-4jVIpB0XuVGludzNBc20zTjg/edit?usp=sharing

Please test the installer too by installing it, run it and uninstalling it.

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