Oleksiy, logger doesn't work too, though of course there is a trick to make it work
07.12.2012 12:35, Slyshyk Oleksiy пишет:
" 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-5.0.0And 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 <mailto: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 <tel:06.12.2012%2020>: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 <mailto: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 <tel:06.12.2012%2013>:11, Dmitry Batarov пишет:Good news -) 06.12.2012 13 <tel:06.12.2012%2013>:04, Slyshyk Oleksiy пишет:We may useQGraphicsPixmapItem for GOO (http://doc.qt.digia.com/qt/qgraphicspixmapitem.html). And QGraphickView can render on QGLWidget. 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx <mailto: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 <tel: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 <mailto:nonetype@xxxxxxxxx>> Fabrizio draw a diagram for clarity 05.12.2012 12 <tel:05.12.2012%2012>: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 <mailto:nonetype@xxxxxxxxx>> Fabrizio, do you have a plan of action? 03.12.2012 14 <tel: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 <mailto: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