Same here.Skofo wrote:Hm, lots of people having problems. To lighten things up a bit for the devs, the game ran perfectly for me.
My alpha is working flawlessly.
Same here.Skofo wrote:Hm, lots of people having problems. To lighten things up a bit for the devs, the game ran perfectly for me.
Ahhh, thanks, though obviously the controls for the Camera angle don't show up, since they weren't included in the last alpha's UI. But the editor is usable again =)Jeff wrote:You guys can copy the UI folder from the previous alpha into this one and that should fix the white UI.
Same here.Skofo wrote:It still doesn't even start under WINE, by the way.
No, that's not normal.RazZziel wrote:Same here.Skofo wrote:It still doesn't even start under WINE, by the way.
At least, I'm able to run this build under Windows XP SP2, a9 and a10 threw execution error and didn't even start. Is it normal that it runs at 5FPS in a laptop with a CoreDuo2 1.80Ghz, 2GB Ram and a 8600M GT? :\
Hm, I probably don't update my drivers since the last time I rebooted into Windows to play Outcast, which was... more than a year ago :PLtp0wer wrote:No, that's not normal.RazZziel wrote:Same here.Skofo wrote:It still doesn't even start under WINE, by the way.
At least, I'm able to run this build under Windows XP SP2, a9 and a10 threw execution error and didn't even start. Is it normal that it runs at 5FPS in a laptop with a CoreDuo2 1.80Ghz, 2GB Ram and a 8600M GT? :\
Do you have the latest drivers installed for your video card?
Then you should update your drivers.RazZziel wrote:Hm, I probably don't update my drivers since the last time I rebooted into Windows to play Outcast, which was... more than a year agoLtp0wer wrote:No, that's not normal.RazZziel wrote:
Same here.
At least, I'm able to run this build under Windows XP SP2, a9 and a10 threw execution error and didn't even start. Is it normal that it runs at 5FPS in a laptop with a CoreDuo2 1.80Ghz, 2GB Ram and a 8600M GT? :\
Do you have the latest drivers installed for your video card?
Thanks for the idea Jo-Shadow! As soon as I saw your post I was like, ah, yeah, that would be so much better. But I didn't want a huge, world-wide grid cluttering things up. So I made the grid static, but it fades out away from the object, and the fading follows the object. I hope you like it. I mentioned you as the inspiration for this in today's blog post .jo-shadow wrote:The grid is coming along nice. However, right now the grid is moving along with the object. Wouldn't it make more sense for the grid to be world specific, and so locked in place when you move the object?
Yeah, group color is still in progress. In A11 it indicates how many objects are in the group, but that's just a placeholder to test out the color wheel functions. I want color to be informative. I think your right in implying that color should tell how high in the hierarchy a group is. The cool thing is color is perceptually three dimensional (hue, saturation, and value), so I'll probably make each dimension convey some separate information. Hue probably for hierarchy level. Anyone have ideas for saturation and value (i.e. brightness)?jo-shadow wrote: The Grouping of objects works, and when you group groups together they do indeed change color, but sometimes they seem to go towards orange, sometimes green.
I'm confused as to which means which... should single level groups have different colors than other single level groups?
Heh, I'm honored.Phillip wrote:Thanks for the idea Jo-Shadow! As soon as I saw your post I was like, ah, yeah, that would be so much better. But I didn't want a huge, world-wide grid cluttering things up. So I made the grid static, but it fades out away from the object, and the fading follows the object. I hope you like it. I mentioned you as the inspiration for this in today's blog post .jo-shadow wrote:The grid is coming along nice. However, right now the grid is moving along with the object. Wouldn't it make more sense for the grid to be world specific, and so locked in place when you move the object?
Yeah that makes sense.Phillip wrote:Yeah, group color is still in progress. In A11 it indicates how many objects are in the group, but that's just a placeholder to test out the color wheel functions. I want color to be informative. I think your right in implying that color should tell how high in the hierarchy a group is. The cool thing is color is perceptually three dimensional (hue, saturation, and value), so I'll probably make each dimension convey some separate information. Hue probably for hierarchy level. Anyone have ideas for saturation and value (i.e. brightness)?jo-shadow wrote: The Grouping of objects works, and when you group groups together they do indeed change color, but sometimes they seem to go towards orange, sometimes green.
I'm confused as to which means which... should single level groups have different colors than other single level groups?
Code: Select all
+ group 1-1- [cube 1-1, cube 2-1, cube 3-1, cube 4-1]
+ group 2-1 —|
| + group 1-2- [cube 1-2, cube 2-2, cube 3-2, cube 4-2]
group 3-1 —|
| + group 1-3- [cube 1-3, cube 2-3, cube 3-3, cube 4-3]
+ group 2-2 —|
+ group 1-4- [cube 1-4, cube 2-4, cube 3-4, cube 4-4]