kibora
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Everything posted by kibora
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Deaths are recorded in the coutner as both by player and by "unknown cause"
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I have level 56 magic and i've never heard of such abbreviation (TTPR). And i haven't used the portals room for ages. Prefer walking. And don't see a problem with thet
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i don't see anything on this video lol
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Okay i fixed that destination thingy. It existed only when the frame buffer was off. Also fixed the transparency problem with the texture. Basicly when the texture is loaded the backgrond is now set with alpha 0. One thing that seems a problem is that the map doesn't look very good on the largest maps (ws etc.) because of the zoom level. Perhaps it would look better if the map bitmap is larger As for the smaller maps everything seems ok
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hehe
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Fixed I believe i fixed it but since i cannot reproduce it on windows i am not sure
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Like this? I seem to lose the window if i move the mouse too fast though. How do i "SetCapture" in opengl?
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No actually i understood you but i really have no idea atm about a good way to do it when the title bar is hidden. Any ideas?
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I don't and i'm not sure if it's really needed. Normally you would want it to be in 1 of the four angles of the main window. There could be some option to select which angle you want it to be at or something like that
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For the time being i've set the radius to be 48 tiles, so the zoom is automatically calculated depending on the size of the map
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Since im' working on another version of the minimap here's what i managed to do so far. Of course the "compass" texture needs to be improved The map is rotating correctly and the creatures/etc. are displayed correctly but the "click" on the minimap doesn't seem to be very precize so far
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Is it possible to make a round opengl window? Or perhaps some parts transparent and others visible.
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I am trying to do a rotating minimap (http://www.eternal-lands.com/forum/index.php?showtopic=40439) Having a rectangular map is one thing, but having a rotating rectangular minimap is nonsense. It has to be round
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I'm playing around with the minimap and imo it should be round. That last suggestions seems promissing. I'll see if it works... when i figure out how
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Video card: GeForce 7900 GS/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.1 No problems
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Still no reflections with frame buffer on
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Change formula for black dragon armors
kibora replied to masterpiter's topic in Suggestions - General, Misc.
What if we don't know everything about dragon armor. What if it gives anti archery bonus? -
If the progress is red then the effect is negative and if the progress is green - positive. Simple aint it
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optimizer.cpp needs to be converted to CR LF line ending
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This is not ambiguous: sqrt accepts double, so compiler converts integer to double and passes it to sqrt function. What you suggest seems to be quite strange: you said convert it to float, but still it is not right type for sqrt (or you should use sqrtf instead) so compiler still must convert it to double. It is ambigious because i have 2 definitions of sqrt. One is with double as argument and the other is with float as argument. And considering v[index].tmp is float obviously it's better to use the float sqrt
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This seems to fix the problem. Still .... the the VC++ compiler is on of the best ones, whether it follows standards or not Other things that need fixing are: v[index].tmp = 2.0 / sqrt(v[index].remaining_tris.size()) v.score = 2.0 / sqrt(v.remaining_tris.size()); They should have a typecast otherwise are ambigious v[index].tmp = 2.0 / sqrt((float)v[index].remaining_tris.size()) v.score = 2.0 / sqrt((float)v.remaining_tris.size());
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Why do you add std:: before the min() and max() functions. That doesn't compile on visual. min and max are part of math, not std
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Hehe in the beginning i thought it's a joke but later on decided it might be true Now i know for sure. Come join the f00l's club