Search found 119 matches
- 27 Mar 2012, 12:23
- Forum: General Development
- Topic: Memory leaks and uninitialised variables
- Replies: 12
- Views: 37532
Re: Memory leaks and uninitialised variables
Heh. Thanks for pointing this out. I am guessing some of the code I am working on has this problem (It may have been me who wrote it, IDK) and it was on my tofix list given that I am working on the code again. I will try and make my code saner. There are points where you need to use things such as O...
- 26 Mar 2012, 14:41
- Forum: General Development
- Topic: git status
- Replies: 9
- Views: 4573
Re: git status
Yeah, I really need to find something for Vim + Git. I am sure there is loads out there, just lazyness is getting in my way I will see what I can do after this weeks hell (Maths coursework)corristo wrote:Or your favorite IDE SCM plugin
- 26 Mar 2012, 10:45
- Forum: General Development
- Topic: git status
- Replies: 9
- Views: 4573
Re: git status
I use/would recommend gitg as I prefer it over the terminal for checking over a commit (pretty colours etc)
- 24 Mar 2012, 13:42
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 51151
Re: [post-1.0] Scripting enhancemnts
To play devils advocate, given that we are ditching backwards compatibility, We are not ditching backward compatibility. Old scripts can run unmodified. If you want to extend a new script with features from newer compatibility levels, most likely they will work too without modifications (after you ...
- 23 Mar 2012, 19:46
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 51151
Re: [post-1.0] Scripting enhancemnts
To play devils advocate, given that we are ditching backwards compatibility, is there any reason why we don't implement something small and fast like Lua/Python? Just run it along side the default scripting language. Some of these changes seem flawed. Like trying to make an octopus by sticking more ...
- 22 Mar 2012, 22:34
- Forum: General Development
- Topic: OGRE 1.8
- Replies: 38
- Views: 21403
Re: OGRE 1.8
Terrain may also need some tweaks to work with 1.8. I am back running 1.7 so I don't know what changed. I do know there are a few changes in Ogre::Terrain from 1.7 to 1.8. If memory servers me, the changes needed were in the new material we have for terrain. I say upgrade. EDIT: To add detail, there...
- 22 Mar 2012, 19:45
- Forum: Infrastructure
- Topic: github commits in IRC channel
- Replies: 8
- Views: 5393
Re: github commits in IRC channel
That would be pretty awesome.
- 20 Mar 2012, 09:56
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66326
Re: Water Rendering
But do Morrowind.esm interior cells even have water by default? I would expect you need to set it with the SetWaterLevel instruction first. There is a flag for interiors to indicate if they have water. SetWaterLevel defaults to -128, even if the cell doesn't have any water. There is a patch for the...
- 18 Mar 2012, 14:43
- Forum: Organisation and Planning
- Topic: Steps towards a Promo Video
- Replies: 28
- Views: 12159
Re: Steps towards a Promo Video
I think it will become easier to make trailers when the game progresses further. When we have magic and combat we should be able to do some well rounded trailers as we will be able to have bits of action and start fitting the video to the music.
- 16 Mar 2012, 12:30
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40795
Re: Terrain
Just a FYI, there are a couple of bits of code that need sorting out, I don't have time to fix them this coming week but I should have enough free time after that.