I used qftp cause it's very easy and fast to make it work, but I think that an ftp upload it's not the best approach. I don't know how commercial softwares communicate with their servers, but with the ftp way we must provide a username and password (md5?) in the game code or provide an anonymous ftp server (with possible spam). I read someone uses a php form script on the server for such things. With a server we can use bugzilla. Of course we'll use QNetworkAccessManager. 2012/12/7 Slyshyk Oleksiy <alexslyshyk@xxxxxxxxx> > " The QFtp and QUrlInfo classes are no longer exported, > QNetworkAccessManager should be used instead. These classes are available > in a separate module, qtftp. " > https://qt.gitorious.org/qt/qtbase/blobs/stable/dist/changes-5.0.0 > > And congrat all of us with - > http://blog.qt.digia.com/blog/2012/12/06/qt-5-0-release-candidate/ !!! > > > > 2012/12/7 Dmitry Batarov <nonetype@xxxxxxxxx> > >> ** >> I tried Qt 5. If we want to use Qt 5 and OpenGL, it is better to write >> the code for Qt 5 that we would not have to rewrite code. >> >> ! QFtp classe removed from Qt 5 >> >> >> 06.12.2012 20:27, Fabrizio Signoretti пишет: >> >> Opengoo doesn't run very well in opengl mode and all the qt examples have >> bad quality on my machine. >> >> >> 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx> >> >>> Has anyone encountered with games on PC with good graphics and >>> animation (except chess, Tetris, Snake, balls) where Qt used for rendering? >>> >>> 06.12.2012 13:11, Dmitry Batarov пишет: >>> >>> Good news -) >>> >>> 06.12.2012 13:04, Slyshyk Oleksiy пишет: >>> >>> We may use QGraphicsPixmapItem for GOO ( >>> http://doc.qt.digia.com/qt/qgraphicspixmapitem.html). And QGraphickView >>> can render on QGLWidget. >>> >>> >>> 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx> >>> >>>> I think that QGraphics not need use because GOO are sprite objects. >>>> The render basically should display a bitmap and not a vector objects, >>>> otherwise we will be used hard code but no design. >>>> May be better used for rendering OpenGL graphics QGLWidget or SDL >>>> library. >>>> >>>> 05.12.2012 19 <05.12.2012%2019>:32, Fabrizio Signoretti пишет: >>>> >>>> This could be the starting point: >>>> >>>> http://dl.dropbox.com/u/22799853/Opengoo%20schema.dia >>>> >>>> 2012/12/5 Dmitry Batarov <nonetype@xxxxxxxxx> >>>> >>>>> Fabrizio draw a diagram for clarity >>>>> >>>>> 05.12.2012 12:51, Fabrizio Signoretti пишет: >>>>> >>>>> No exactly just ideas. >>>>> >>>>> It's a little bit hard have a wide view of all aspects. >>>>> >>>>> The level class must be recoded like the goo's and in the meantime >>>>> consider the new level creation. >>>>> The clicks handlers must be changed like the drag event, practically >>>>> the entire game. >>>>> >>>>> I've tried few example that uses QGraphicsScene but the performances >>>>> aren't so good like the actual game's performances, on my machine. >>>>> >>>>> And how to organize the team? >>>>> >>>>> 2012/12/5 Dmitry Batarov <nonetype@xxxxxxxxx> >>>>> >>>>>> Fabrizio, do you have a plan of action? >>>>>> >>>>>> 03.12.2012 14 <03.12.2012%2014>:48, Fabrizio Signoretti пишет: >>>>>> >>>>>> Ok, thanks for the patch I will examine it later. >>>>>> >>>>>> Uml is very easy to use and it has been designed to be intuitive so >>>>>> it's not hard to understand at all. >>>>>> >>>>>> Actually we haven't the right resources to design a new graphics, if >>>>>> we make a good game will be easy to change it in the future. >>>>>> >>>>>> 2012/12/3 Dmitry Batarov <nonetype@xxxxxxxxx> >>>>>> >>>>>>> 1. I think that the game need a new design >>>>>>> >>>>>>> 2. I made a patch for WooGLE >>>>>>> https://github.com/Mandarancio/OpenGOO/issues/59 >>>>>>> >>>>>>> 3. I don't know UML but I agree that we need a similar tool >>>>>>> >>>>>>> >>>>>>> 02.12.2012 22:20, Fabrizio Signoretti пишет: >>>>>>> >>>>>>> Hello guys, >>>>>>>> now we should use the mailing list instead of using the github's >>>>>>>> issues. >>>>>>>> >>>>>>>> I thought that before recode the graphics part we should design a >>>>>>>> new module subdivision of the code. >>>>>>>> And, at the same time, mind about the levels part. >>>>>>>> >>>>>>>> If we want to use the WOG tool editor we can take a snapshot of its >>>>>>>> code and adapt it to our game. >>>>>>>> >>>>>>>> However my thought is design the new game structure in UML or >>>>>>>> something like that and consider every use case and module of the game. >>>>>>>> >>>>>>>> >>>>>>>> What do you think? >>>>>>>> >>>>>>>> -- >>>>>>>> Fabrizio >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> Fabrizio >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> Fabrizio >>>>> >>>>> >>>> >>>> >>>> -- >>>> Fabrizio >>>> >>>> >>> >> >> >> -- >> Fabrizio >> >> > -- Fabrizio