Search found 75 matches
- 2009-10-13, 04:48
- Forum: General and Miscellaneous
- Topic: Bjarne Stroustrup on C++0x
- Replies: 4
- Views: 16156
Re: Bjarne Stroustrup on C++0x
That's a great FAQ - I'm already using a lot of the things in TR1 like shared_ptr and unordered_map, and I'm really looking forward to some of the other features - especially the concurrency (it will be nice not to have to use platform specific threading libraries) and the range for statement - it l...
- 2009-03-27, 16:45
- Forum: News and Announcements
- Topic: Ca3DE 9.04: Release candidates now available!
- Replies: 6
- Views: 26580
Re: Ca3DE 9.04: Release candidates now available!
Sounds like some great (and very impressive) new features! I can't wait to give it a try.
- 2009-02-03, 06:54
- Forum: Cafu Engine Support and Discussion
- Topic: DOS Version?
- Replies: 3
- Views: 4125
Re: DOS Version?
It should have no problems running in DosBox. It's a lot of fun playing old games like Doom and Duke Nukem 2 in it... I thought it would be interesting to see where Ca3DE came from as well.
- 2009-02-02, 07:39
- Forum: Cafu Engine Support and Discussion
- Topic: DOS Version?
- Replies: 3
- Views: 4125
DOS Version?
I was looking at some really old news posts of yours, and I saw that Ca3DE used to run on DOS. I thought it might be fun to have a play around with it in Dosbox. Do you still have a copy of it?
- 2008-11-13, 14:20
- Forum: Cafu Engine Support and Discussion
- Topic: Engine Question and remarks
- Replies: 11
- Views: 11187
Re: Engine Question and remarks
Do you have testing your Network Framework eg. for 32 or 50 players ? Sorry, not yet, but we've had pretty thorough battles with fewer players. Maybe we should all try to have a big network game with everyone from the forum sometime to try it out! The weapons in the deathmatch demo could use some i...
- 2008-11-10, 06:54
- Forum: News and Announcements
- Topic: New features for next release
- Replies: 2
- Views: 7846
Re: New features for next release
I'm looking forward to playing around with the GUI editor! And I think that someone needs to use the font wizard to replace Arial with something better in the engine. Is it even leagal for you to distribute Arial without licensing it through someone like Linotype ? I'd just look for a cool open sour...
- 2008-11-01, 16:18
- Forum: Editing and Mapping with CaWE
- Topic: Holes in terrains
- Replies: 6
- Views: 12680
Re: Holes in terrains
The terrain in the screenshot looks pretty low detailed, especially the far away mountains at the horizon (which in turn hints at how this huge area has been technically made possible ;) ). They are fairly low detailed, but the texturing helps to make it look better. They also use some kind of diff...
- 2008-10-31, 11:32
- Forum: Editing and Mapping with CaWE
- Topic: Holes in terrains
- Replies: 6
- Views: 12680
Re: Holes in terrains
Agreed - we will change that as soon as the new feature is ready. (For completeness, it would be possible to prevent the player from climbing the outdoors wall right now, e.g. using clip brushes.) Actually, I had another look, and you can't see it if you go onto the wall, but you can if you move ba...
- 2008-10-29, 15:11
- Forum: Editing and Mapping with CaWE
- Topic: Holes in terrains
- Replies: 6
- Views: 12680
Holes in terrains
I was wondering if it is possible to have a hole through a terrain, say for a tunnel? I was playing around in CaWE, and I see that you can't carve through a terrain, or put anything in the height map that signifies a hole... Is this why the entrance from the outside world to the tunnels in the Tech ...
- 2008-08-26, 12:00
- Forum: News and Announcements
- Topic: Ca3DE 8.08 (August 2008) released!
- Replies: 14
- Views: 30881
Re: Ca3DE 8.08 (August 2008) released!
Ah, I see. Just out of curiosity, how do you achieve that transparency? Is it a OS feature or that of an external add-on program? What OS and/or what program are you using, in which version? I'm using Compiz Fusion on Ubuntu Linux. I'll grab a screenshot later. As for the issues about getting stuck...
- 2008-08-25, 09:46
- Forum: News and Announcements
- Topic: Ca3DE 8.08 (August 2008) released!
- Replies: 14
- Views: 30881
Re: Ca3DE 8.08 (August 2008) released!
Well, that fixed it... I'm not sure why, because the only types of windows it should apply it to are tooltips, menus, popup menus and dropdown menus... The only other problem I've had is getting stuck in the Deathmatch game - sometimes (mostly around doors and ladders) the player just stops being ab...
- 2008-08-25, 09:12
- Forum: News and Announcements
- Topic: Ca3DE 8.08 (August 2008) released!
- Replies: 14
- Views: 30881
Re: Ca3DE 8.08 (August 2008) released!
Can you please send me a screenshot (F5 key) of that issue (or post it in another thread here in the forum)? I'd be happy to look into it. Sure. Although now I think about it, I do have some window types set to 90% opacity, although that should only be menus and such. I'll try turning that off and ...
- 2008-08-24, 13:16
- Forum: News and Announcements
- Topic: Ca3DE 8.08 (August 2008) released!
- Replies: 14
- Views: 30881
Re: Ca3DE 8.08 (August 2008) released!
Well, this version is working a lot better for me now. It actually loads the map now, and I can play it fine, instead of just hanging on the loading screen like it did last version. It is still semi-transparent though... And trying to play a game when you can see the background faintly through every...
- 2008-06-29, 16:45
- Forum: News and Announcements
- Topic: Linux and Lighting
- Replies: 2
- Views: 8768
Re: Linux and Lighting
Sounds good - I haven't had that much luck with the latest demo on 8.04 myself though... I'll post in the help forum if it still doesn't work tomorrow (it's getting late)...
-Stephen
-Stephen
- 2008-01-04, 14:10
- Forum: General and Miscellaneous
- Topic: [Off-Topic] Drawing text, menus etc. in OpenGL
- Replies: 5
- Views: 17367
Re: [Off-Topic] Drawing text, menus etc. in OpenGL
I suppose the main thing I was trying to ask was what would be the best way of keeping track of a lot of controls. Why don't you keep in each control an array ( std::vector ) of subcontrols (or rather, pointers to subcontrols)? The parent control would be responsible e.g. for deleting the subcontro...