Search found 93 matches

by Bertram
Fri Feb 01, 2013 12:27 pm
Forum: Programming
Topic: Lua scripting practices
Replies: 14
Views: 10720

Re: Lua scripting practices

Yeah that must be it. Right! My turn to apply this patch!

(I'll keep your authorship in the corresponding commit when I'll get around doing that.) :hack:
by Bertram
Wed Jan 30, 2013 11:18 pm
Forum: Programming
Topic: Lua scripting practices
Replies: 14
Views: 10720

Re: Lua scripting practices

Hi Roots :) I will. This one implementation looks fine to me. Unfortunately, it seems indeed luabind cannot give away an object at construction. Did you make sure you made luabind lose the adoption by making c++ adopting the result of the Create calls? I haven't seen that in the code and still the g...
by Bertram
Fri Jan 25, 2013 10:17 am
Forum: Programming
Topic: Lua scripting practices
Replies: 14
Views: 10720

Re: Lua scripting practices

:approve: If you can achieve that, it would a fine improvement. I tried a part of that as well, but at the time, I was still not understanding the luabind adopt policy well, and made a small mistake that made me drop the patch. (just beware about that!) As for the DialogueManager one, you might have...
by Bertram
Thu Jan 24, 2013 4:12 pm
Forum: Programming
Topic: Lua scripting practices
Replies: 14
Views: 10720

Re: Lua scripting practices

Well, all that reminds me something ;)
by Bertram
Fri Jan 18, 2013 11:29 am
Forum: Artwork
Topic: Harrvah Capital Art Requirements
Replies: 15
Views: 14217

Re: Harrvah Castle/Town Tileset

Hi Zabin,

woahh, this is excellent!
by Bertram
Wed Dec 19, 2012 11:07 am
Forum: Programming
Topic: Valyria Tear Code Import Notes
Replies: 8
Views: 4162

Re: Valyria Tear Code Import Notes

Bertram added this feature to be able to specify texture smoothing on each individual image instead of just relying on the global option to smooth all textures. Then he applied smoothing to only map tiles. Why? For two reasons, I was first trying to figure out the tile offset bug along with qubodup...
by Bertram
Wed Dec 19, 2012 10:58 am
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 158441

Re: Subversion Commit Log

Hi there, (Note: all I did was remove the +1 offsets in the SetViewport() method. I didn't remove the function completely, nor did I change the pixel size in the glTranslatef() call because the comment suggested that his math was incorrect (16/12 tiles on map, not 32/24) and I didn't see any differe...
by Bertram
Mon Dec 10, 2012 11:36 am
Forum: Programming
Topic: Valyria Tear Code Import Notes
Replies: 8
Views: 4162

Re: Valyria Tear Code Import Notes

Hi, Let's discuss a few points I saw in this thread: Turned the welcome window into a help window. That one is bothering me as well, and I see this as some unfinished stuff, hence the issue about it in the VT issue list. Plus, I'd like to have it configurable, and look much more appealing. Made the ...
by Bertram
Thu Nov 08, 2012 10:24 am
Forum: Online Services
Topic: Nov. 7th forum upgrade -- Report any problems here
Replies: 1
Views: 2640

Re: Nov. 7th forum upgrade -- Report any problems here

Hi roots,

Nice to see you're back on track. :)

The upgrade did fix the previously broken PM posting.

Thanks.
by Bertram
Thu Oct 18, 2012 11:20 am
Forum: General Chat
Topic: A Ghost!
Replies: 3
Views: 3348

Re: A Ghost!

Hi again, I just listened to return to war and it's pretty excellent! If you're ok to release part of your music with an open license and if you want to be known as an open audio maker, may I talk about open game art, where you could host some of your pieces and maybe see them used in different game...
by Bertram
Thu Oct 18, 2012 10:56 am
Forum: General Chat
Topic: A Ghost!
Replies: 3
Views: 3348

Re: A Ghost!

Hi Loodwig, :) I know a lot of water is starting to flow between the ruins of the allacrost temple, even if the mighty dwarf team that was here could fix that in no time, but anyway, if you want to see the Hero Of Allacrost engine reused, drop by here: http://valyriatear.blogspot.com and why not try...
by Bertram
Tue Feb 28, 2012 10:13 am
Forum: General Chat
Topic: What happened to Roots?
Replies: 5
Views: 5517

Re: What happened to Roots?

Hi,

I just hope he'll see that:
viewtopic.php?f=18&t=5456&p=31894
by Bertram
Mon Aug 22, 2011 10:03 am
Forum: Artwork
Topic: About my "disappearance"
Replies: 4
Views: 3873

Re: About my "disappearance"

Hi,

I'm also quite busy atm, taking the little spare time I've got to finish other stuff.

I may have an interruption until mid-september (but still watching forums almost daily :]).
Afterward, I'll be back with some dynamic enemy formation patch ;)

Best regards,
by Bertram
Tue Aug 02, 2011 8:29 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi, :) Path finding was works well for now with the workaround I've implemented. Path through very narrow regions (one tile) will not be found but everything else should be okay. Bertram wanted to work on this so I will keep my hands from this. Indeed. Just note that I'm not far from providing a sec...
by Bertram
Tue Jul 19, 2011 9:04 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi, Correct. When the sprite reaches (5.033, 4.023) or e.g. (5.955, 4.995) (from the other side), the node is reached, i.e. only the integer value is checked. Then, there is no problem in making the character go to the exact position i.e. 5.0, 4.0 in any cas, right? I will personally try to make the...
by Bertram
Mon Jul 18, 2011 3:22 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi, In the next frame, the system time is checked and the time difference is multiplied with the speed. This distance is added to both, x- and y-direction. This leads to e.g. (5.033, 4.023) for this frame, although the sprite should only move to (5.0,4.0). What I'm now not understanding is the norma...
by Bertram
Mon Jul 18, 2011 1:29 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi nemesis, Please excuse a maybe dumb statement as I'm slowly getting in touch with it: When the sprite is near the next point at lets say (4.995, 3.995) the next time the sprite is on (5.033, 4.023). (real values depend on the FPS of the system). Therefore, the exact point (5.0,4.0) is not reached...
by Bertram
Mon Jul 18, 2011 11:23 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi, Yesterday I fixed some bugs for the path-finding. Basically, the collision check was not performed correctly. -> I switched to using the existing collision detection. Yeah, i saw that. It's nice you're taking care of that. :) However, there is another problems I don't want to discuss now that oc...
by Bertram
Mon Jul 18, 2011 9:09 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Hi Roots, 1. My initial reaction was :|, but then after thinking about it I guess it makes more sense. I tried the script though and at the beginning some of the knights, including Claudius, started moving in weird directions because I think their paths were being blocked by the knights directly in ...
by Bertram
Sun Jul 17, 2011 11:40 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 17015

Re: Map Code: Ideas, suggestions, improvements

Moved here from battle thread as requested by Roots. Hi, Me again :D 1. As I found the soldier in the opening map were a bit, well, randomly placed, and didn't look like a military troop, I took the liberty to make changes on the characters placement. If you want to simply try it for yourself, just...

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