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Activity for Farrer

  • Farrer Farrer modified ticket #27

    no match for ‘operator!=’

  • Farrer Farrer posted a comment on ticket #27

    Fixed in commit 15702ade to master. Thanks for the report Qubodup!

  • Farrer Farrer committed [r227]

    Correct value for .ttf fonts seems the median calculation.

  • Farrer Farrer committed [r226]

    Updated changelog, and reordered it.

  • Farrer Farrer committed [r225]

    Fixed support for line breaks inside a table cell.

  • Farrer Farrer committed [r224]

    Avoiding trying to fit on smaller space.

  • Farrer Farrer committed [r223]

    Removed breaklines.

  • Farrer Farrer committed [r222]

    Update changelog.

  • Farrer Farrer committed [r221]

    Optionally allowing break pages inner a table row.

  • Farrer Farrer committed [r220]

    Not needed.

  • Farrer Farrer committed [r219]

    Signal was inverted on current and total pages replace.

  • Farrer Farrer committed [r218]

    Updated changelog

  • Farrer Farrer committed [r217]

    Fixed table rendering (was with some int-truncation). Also, the fill adjust is only necessary when not using a border.

  • Farrer Farrer committed [r216]

    Bug: Some adjust to .ttf font space width calculation.

  • Farrer Farrer committed [r215]

    Using own version.

  • Farrer Farrer committed [r214]

    Centralized width calculation.

  • Farrer Farrer committed [r213]

    Updated odt dependency

  • Farrer Farrer committed [r212]

    Updated .docx dependency

  • Farrer Farrer committed [r211]

    Updaded flying-saucer version for html conversion.

  • Farrer Farrer committed [r210]

    Updated changelog.

  • Farrer Farrer committed [r209]

    Some fixes and code refactor for text rendering.

  • Farrer Farrer committed [r208]

    Fix for embeded .ttf fonts render position.

  • Farrer Farrer committed [r207]

    Create PDFFontINfo to keep track of the type of font we created.

  • Farrer Farrer committed [r206]

    avoid instanceof on PDFBLockInfo.

  • Farrer Farrer committed [r205]

    avoiding use of instance of for PDFSentence.

  • Farrer Farrer committed [r204]

    Better if InputStream.

  • Farrer Farrer committed [r203]

    Added support for loading TTF fonts instead of the default ones.

  • Farrer Farrer committed [r202]

    Updated dependencies.

  • Farrer Farrer committed [r201]

    Update to newer dependencies versions. Removed deprecated use.

  • Farrer Farrer committed [r200]

    Functions for get/set dimensions in pixels.

  • Farrer Farrer posted a comment on ticket #9

    About velocity, if you remove the 0.5 multiplier at line 104 of vehicle.cpp you should get a torque that will feel similar to the original one. But remember that the car will be very unstable at high velocities. About the terrain, take a look at lines 440-466, where the triangle list is created, and at function PTerrain::createBulletStructures(), lines 473-527, where those are passed to Bullet. As you suggested on a previous message, if you'll try to fake the vehicle coordinates, you can apply at...

  • Farrer Farrer posted a comment on ticket #9

    Got something playable. It feels like a lot different game than current one (for good and bad), besides some known bugs and "yet-not-ported" parts of the code. Not sure if worth continue to develop it further (or if I'll have the time for that), anyway, the fork is public in case I stop working on it, for anyone interested in continue. For known bugs I'm talking about the chassis rigid body sometimes touching the terrain, depending on the suspension definitions, which will result on adrupt collisions;...

  • Farrer Farrer posted a comment on ticket #9

    I did not checked that part of the code, and just wrote things from what my 'feelings' were when playing with the original code. Probably the different soil outside the road was getting a big slow down that I associated with the penalty (which is the only visible feedback to the user of that 'harder to go'). Anyway, I did not checked that part of the code yet, and I'm not sure if I can do that without some changes to the way I defined the terrain mesh for bullet (currently, it is defining as a single...

  • Farrer Farrer modified a comment on ticket #9

    This actually re-ensures me since I was wondering if I am just nod good enough with estimating such things. On the other hand your findings might not concern what seems most odd to me: The actual physical speed doesn't feel like the values given in the OSD. As far as I saw on previous Trigger code, the rendered speed value was defined by this wrong wheel speed, multiplied by 0.1f and by another constant (hud_speedo_mps_speed_mult). Indeed the speed value displayed was wrong. BTW, I had to define...

  • Farrer Farrer posted a comment on ticket #9

    This actually re-ensures me since I was wondering if I am just nod good enough with estimating such things. On the other hand your findings might not concern what seems most odd to me: The actual physical speed doesn't feel like the values given in the OSD. As far as I saw on previous Trigger code, the rendered speed value was defined by this wrong wheel speed, multiplied by 0.1f and by another constant (hud_speedo_mps_speed_mult). Indeed the speed value displayed was wrong. BTW, I had to define...

  • Farrer Farrer posted a comment on ticket #9

    Just to point out (as somewhat mentioned by both of you previously) the wheel rotation per second value got on current trigger engine is indeed wrong. For example, at 4th gear, it's showing a value for wheel_rps at PDriveSystemInstance::tick (where is calculated the engine output torque) of ~100 revolutions per second. If you say that the wheel radius is 0.5 meters, we got the incredible value of 314m/s or 1130 km/h for the velocity of the wheel! (if I didn't calculated it wrong) For bullet, the...

  • Farrer Farrer posted a comment on ticket #9

    @Onsemeliot You didn't refer to my question concerning buildings Just after I've answered I saw that I've oversighted some points, sorry. Any kind of interaction with any 3d object is definitely possible and very easy to do. Just define bullet's shapes, rigid body and motion state for each one (I can add latter an interface to make that, receiveing either the bounding box or the model and creating those or something like that). If you have time, you should look/test some Bullet's tutorials to understand...

  • Farrer Farrer posted a comment on ticket #9

    @Onsemeliot I'm not sure about the negative values. Do you mean you just ignored them at the moment or that keeping it would be unnecessarily hard to do? I mean I just ignored them. Should be easy to define the range by reading through the file, but laborious to change the indexing of vertices again, so I don't plan to to that until had everything else working. And if we would need to add 3-dimensional objects for bigger vegetation in order to get proper collisions (...) Therefore, this center block...

  • Farrer Farrer modified a comment on ticket #9

    I have some questions/points: 1) There's a definition of vehicle's dimensions. On the old physics it was only used for defining the vehicle's center of mass (ie: no collision verification). But, at last for cordo car (the one I'm using to test), the dimensions are somewhat larger than the model. Should we stop using this parameter and getting the 'real-values' (from model's bounding box)? 2) The 'wheeldrive' parameter seems only cosmetic on old physics (only used for rendering on vehicle's statistics)....

  • Farrer Farrer posted a comment on ticket #9

    I have some questions/points: 1) There's a definition of vehicle's dimensions. On the old physics it was only used for defining the vehicle's center of mass (ie: no collision verification). But, at last for fox car (the one I'm using to test), the dimensions are somewhat larger than the model. Should we stop using this parameter and getting the 'real-values' (from model's bounding box)? 2) The 'wheeldrive' parameter seems only cosmetic on old physics (only used for rendering on vehicle's statistics)....

  • Farrer Farrer posted a comment on ticket #9

    Just to point out that you shouldn't stop your work on Trigger because of my new try/approach with bullet. Due to some things, mainly Trigger handiness being different from Bullet's one, and to the fact of lot of unused code already lies on current svn codebase (which makes things worse and too much disruptive on any change... why a rally game should have a periscope and tank, helicopter and planes implementations? In fact, I'm ignoring those.), I believe that the bullet's approach will be somewhat...

  • Farrer Farrer posted a comment on ticket #9

    @Onsemeliot Sometimes I like to put my ownFLOSS projects at a side and contribute to other ones. Trigger codebase is small enough to be somewhat easy to understand (although sometimes with few code comments and with some unnecessary optimizations that obfuscate the code at first sight). It's fun to work with it anyway. @Andrei Don't worry, I just made the compile with CMake to feel more confortable compiling the code (I never used its gui, btw), and i've made it very quick and with a lot of TODOs...

  • Farrer Farrer modified a comment on ticket #9

    I've started working on it. So far I have the terrain fully implemented as a bullet triangle mesh (sharing the vertices data with Trigger renderer - which led me to remove the use of old terrain's hmap to avoid duplicate resources of same data) and changed the building system to use CMake (instead of hardcoding libraries path to the current GNUMakefile... there'll be no need for you to accept that, it's just that I feel more confortable using CMake to locate the libraries than editing the current...

  • Farrer Farrer posted a comment on ticket #9

    I've started working on it. So far I have the terrain fully implemented as a bullet triangle mesh (sharing the vertices data with Trigger renderer - which led me to remove the use of old terrain's hmap to avoid duplicate resources of same data) and changed the building system to use CMake (instead of hardcoding libraries path to the current GNUMakefile... there'll be no need for you to accept that, it's just that I feel more confortable using CMake to locate the libraries than editing the current...

  • Farrer Farrer modified a comment on ticket #9

    Not sure about applying the patch. Better would be a definitive fix to the physics. I'll try to look deeper on the physics code. Edit: ignore, forgot that the force was, ideally, multiplied by mass when defined. Edit2: What seems to be causing the strage behaviour when losing contact with ground (and, obviously, on curves too) is the tensor-like approximation implementation. The sollution, I believe, is either reinvent the wheel and implement another rigid-body tensor to Trigger or use an existing...

  • Farrer Farrer modified a comment on ticket #9

    Not sure about applying the patch. Better would be a definitive fix to the physics. I'll try to look deeper on the physics code. Edit: ignore, forgot that the force was, ideally, multiplied by mass when defined.

  • Farrer Farrer modified a comment on ticket #9

    Not sure about applying the patch. Better would be a definitive fix to the physics. I'll try to look deeper on the physics code. Something seems very strange to me on the RigidBody::tick: linvel += (accum_force * mass_inv + sim.gravity) * delta; pos += linvel * delta; or maybe I'm missing something?

  • Farrer Farrer posted a comment on ticket #9

    Not sure about applying the patch. Better would be a definitive fix to the physics. I'll try to look deeper on the physics code. Something seems very strange to me on the RigidBody::tick: linvel += (accum_force * mass_inv + sim.gravity) * delta; or maybe I'm missing something?

  • Farrer Farrer posted a comment on ticket #9

    Updated the original patch (file: not_contacting_ground_patch_updated.diff) to current svn code, if anyone is interested on it. Also, by the suggestion of always applying the gravity to the vehicle, i've created another patch (file: fixed_gravity_patch.diff), which applyes a fixed gravity value to the vehicle every time (instead of only when it loss contact with the ground, as was the original patch). The car seems too much glued to the ground, but maybe with a change to the gravity constant (GRAVITY_FORCE...

  • Farrer Farrer posted a comment on ticket #9

    If is desirable, I could also update it to the current code. But, as mentioned early, this is just a quick try to workaround the 'fly-behavior' and it seems very strange for most people who played trigger over on these years. A better approach (if there's time for it), could be using Bullet Physics vehicle or adapt Stunt Rally implemented physics to Trigger. But it will be a huge task.

  • Farrer Farrer committed [r199]

    Should not trust on file extension. Let's load ...

  • Farrer Farrer committed [61b778]

    Closing any opened window.

  • Farrer Farrer committed [d80c94]

    No more at atexit.

  • Farrer Farrer committed [253bb9]

    Better (and more simple) list implementation.

  • Farrer Farrer committed [6ce2ee]

    Must close the opened dir

  • Farrer Farrer committed [f80b7c]

    Initialing visible matrix.

  • Farrer Farrer committed [e35af1]

    Refactor for BTree

  • Farrer Farrer committed [a767b8]

    Must free align's image.

  • Farrer Farrer committed [6f51e1]

    Some init.

  • Farrer Farrer committed [62666a]

    Initializing 'changed' flag

  • Farrer Farrer committed [e846c9]

    Simplified lists

  • Farrer Farrer committed [r198]

    Created tag for version 1.1.1

  • Farrer Farrer committed [r197]

    defined creator string

  • Farrer Farrer committed [r196]

    Changelog

  • Farrer Farrer committed [r195]

    Fixes for nested table construction on pdf-gene...

  • Farrer Farrer committed [r194]

    Rendered a nested table also on the second colu...

  • Farrer Farrer committed [r193]

    Updated changelog

  • Farrer Farrer committed [r192]

    Updated PDFBox to 2.0.2

  • Farrer Farrer committed [r191]

    Added .docx and .odt generators to the examples.

  • Farrer Farrer committed [r190]

    Defined some needed constants.

  • Farrer Farrer committed [r189]

    Added doc note about image aspect ratio.

  • Farrer Farrer committed [r188]

    Simple (and quick made) application to get a bu...

  • Farrer Farrer committed [r187]

    Added changelog.

  • Farrer Farrer committed [r186]

    - Added functions to set both width and height ...

  • Farrer Farrer committed [r185]

    Using the full xsd.

  • Farrer Farrer committed [r184]

    Some work to .docx: table width, page size and ...

  • Farrer Farrer committed [r183]

    Some work to headers and footers for .docx repo...

  • Farrer Farrer committed [r182]

    More to .docx implementation: paragraphs, group...

  • Farrer Farrer committed [r181]

    Removed unused import.

  • Farrer Farrer committed [r180]

    Added color conversion (on-demand) to RGB hexad...

  • Farrer Farrer committed [r179]

    Dependency.

  • Farrer Farrer committed [r178]

    Must allow internal resolution.

  • Farrer Farrer committed [r177]

    Added initial implementation of .docx report ge...

  • Farrer Farrer committed [r176]

    Style for ODT texts.

  • Farrer Farrer committed [r175]

    ODT ahorizontal alignment.

  • Farrer Farrer committed [r174]

    Lot's of thing missed disclaimer.

  • Farrer Farrer committed [r173]

    Some comments revision.

  • Farrer Farrer committed [r172]

    More to the implementation of ODT generator.

  • Farrer Farrer committed [r171]

    Begining the implementation of .odt generator.

  • Farrer Farrer committed [r170]

    Defined generation formats as static final stri...

  • Farrer Farrer committed [r169]

    Removed unused import.

  • Farrer Farrer committed [r168]

    Correct values, due to page margins.

  • Farrer Farrer committed [r167]

    Added 1.1 tag.

  • Farrer Farrer committed [r166]

    Must use append mode, instead of overwrite....

  • Farrer Farrer committed [r165]

    Changes to support PDFBox 2.0.

  • Farrer Farrer committed [79ee20]

    After 0.12 release.

  • Farrer Farrer committed [e8514d]

    Added the normalmap

  • Farrer Farrer committed [278c65]

    Added new mission: Tux Rock Art.

  • Farrer Farrer committed [956257]

    Added how to install the vim syntax files.

  • Farrer Farrer committed [453645]

    Spider walk_interval defined.

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