[project1dev] Re: Project1 - SVN Update 798

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 6 Jun 2010 10:50:31 -0700

woot (:

im trying to figure out the mystery of the houses not showing up.

whats odd is if you go into wireframe mode they are underneath the ground.

one ugly thing about this code we have is that the coordinate system got
kind of jacked up in some ways that aren't really obvious how to fix.

like how X is negative to the right and positive to the left, and int he
code theres places where it has to multiply the height by -1 to get the
right answers, and also its weird but i think some places in the code Z is
up, and other places, Y is up.

All code pretty much has it's ugly side and that is ours and it's biting us
right here lol :P

On Sun, Jun 6, 2010 at 10:45 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I'm excited! Time to make some organic road growth
>
>
> On Sun, Jun 6, 2010 at 10:16 AM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx
> > wrote:
>
>> User:atrix256
>>
>> Message: NavMesh_GetTileNeighbor is in now.
>>
>> as an example, it spits out the neighbors of the current tile to the debug
>> console whenever it builds a road.
>>
>> Also moved the lights in the map to be in more interesting places (no
>> reason for them to be there and we'll pull them out, but they help show what
>> is and is not being lit correctly)
>>
>> <Files Changed>
>> U   ActRaiser/ARRelease.exe
>> U   ActRaiser/Scripts/GameOverworld/Level1/index_geometry.lua
>> U   ActRaiser/Scripts/GameOverworld/Town.lua
>> U   Code/ARRelease.exe
>> U   Code/AR_LuaFuncs.cpp
>> A   Code/Docs/Script Help/NavMesh_GetTileNeighbor.html
>> U   Code/Docs/Script Help/toc.html
>> U   Code/NavMesh.cpp
>> U   Code/NavMesh.h
>>
>>
>> ==============================
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>> Project 1 website: http://project1.demofox.org
>> Project 1 SVN repository: http://pyotek.com/project1
>>
>
>

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