Enjoy the Choice

It should always be kept in mind though, that quality is not the only factor. Quantity is also a drain on development resources. For potentially the same cost, you could have 12 beautiful, thoughtfully designed, thematically consistent models or 120 of the low quality mishmash we have now.DarkVixen wrote: PS: I did not want to touch on quality, because, as a free game, it feel it would be unreasonable to demand a certain overly high level of quality... BUT at the same time we do need to set a certain minimal standard of quality of course.![]()
I have both worked as and under art bureaucracies and dictators for hobby games like this and I would say it is unclear which is worse.DarkVixen wrote: More like an artistic director along with a art board members so we can vote rather than have one single "dictator".![]()
I think it's a good idea/method .What I believe may work out better is to have individual artists stake out and complete by themselves whole parts of the game. So one individual does all the planetary backgrounds, another completes all the rlaan aerospace craft models and another creates all the commodity pictures. Of course, each of these tasks absolutely has to be small enough that one motivated person can do it on their free time before they lose interest, which means the game design must be modest in how much content it asks for.
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
This is solved by having sample models. In case of guns, the best way is to remove external mounts from the vessel model and turn graphics/draw_weapons on. After the basic versions will be agreed upon and fixed, that is. Which then will also double as size checking tools for internal mounts, simply by placing them where intended and looking whether they stick out. As well as mount placement location tools.Deus Siddis wrote:I think what you would need is a technical specification. Like what equipment and craft types there are, their size ranges and what visible components they have and how the size and design of these components relate to game-play significant values. So artists should know that a craft with an X size reactor generally has Y visible radiator surface area. And that a class X particle beam weapon should have about length Y and radius Z.
Finally the best information of this post could be :try {
//vidSource leaves frame data in its framebuffer, and our image data is initialized
//to point to that framebuffer, so all we need to do is transfer it to the GL.
if ( vidSource->seek( curtime ) ) {
//Override compression options temporarily
//NOTE: This is ugly, but otherwise we would have to hack Texture way too much,
//or double the code. Let's use this then.
int ocompression = gl_options.compression;
gl_options.compression = 0;
VSFileSystem::vs_dprintf( 1, "Transferring video frame\n" );
Transfer( 65535, GFXFALSE );
gl_options.compression = ocompression;
}
It's defined in ffmpeg_init.cpp/*
* FOLLOWING CODE IS ONLY INCLUDED IF YOU HAVE FFMPEG
* ********************************************
*/
#ifdef HAVE_FFMPEG
//#ifdef _WIN32
//#define offset_t xoffset_t
//#endif
...
...
and// Changed on June 1, 2010. During minor version 67.
// See http://git.ffmpeg.org/?p=ffmpeg;a=commi ... f50a815696
From the codec number i should deduce the lib version number...//Workaround for a missing export in libavcodec 52.47.0
#if (LIBAVCODEC_VERSION_MAJOR == 52 && LIBAVCODEC_VERSION_MINOR == 47 && LIBAVCODEC_VERSION_MICRO == 0)
extern "C" {
void av_free_packet( AVPacket *pkt )
{
if (pkt) {
if (pkt->destruct) pkt->destruct( pkt );
pkt->data = NULL;
pkt->size = 0;
}
}
}
#endif
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Too bad ...1>Linking...
1>libogg_static.lib(framing.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_window already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_lapout already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_read already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_pcmout already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_blockin already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_init already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_synthesis_restart already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_dsp_clear already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_block_clear already defined in avcodec.lib(avcodec-52.dll)
1>libvorbis_static.lib(block.obj) : error LNK2005: _vorbis_block_init already defined in avcodec.lib(avcodec-52.dll)
1> Creating library D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.lib and object D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.exp
1>D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.exe : fatal error LNK1169: one or more multiply defined symbols found
1>Build log was saved at "file://D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike\BuildLog.htm"
1>Vegastrike - 11 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I don't know what to do , i will try to complle without libvorbis_static.lib to see where1>------ Build started: Project: Vegastrike, Configuration: Release Win32 ------
1>Linking...
1>LINK : warning LNK4044: unrecognized option '//libvorbis_static.lib'; ignored
1>libogg_static.lib(framing.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
1>LINK : warning LNK4044: unrecognized option '//libvorbis_static.lib'; ignored
1> Creating library D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.lib and object D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.exp
1>libvorbisfile_static.lib(vorbisfile.obj) : error LNK2001: unresolved external symbol _vorbis_packet_blocksize
1>libvorbisfile_static.lib(vorbisfile.obj) : error LNK2001: unresolved external symbol _vorbis_synthesis_halfrate
1>libvorbisfile_static.lib(vorbisfile.obj) : error LNK2001: unresolved external symbol _vorbis_synthesis_halfrate_p
1>libvorbisfile_static.lib(vorbisfile.obj) : error LNK2001: unresolved external symbol _vorbis_synthesis_trackonly
1>libvorbisfile_static.lib(vorbisfile.obj) : error LNK2001: unresolved external symbol _vorbis_synthesis
1>D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike.exe : fatal error LNK1120: 5 unresolved externals
1>Build log was saved at "file://D:\program\VEGASTRIKE\VEGA_EVO\branch\Windows\1.0\vega-vc9\Release\Vegastrike\BuildLog.htm"
1>Vegastrike - 6 error(s), 2 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}
Code: Select all
if (!track.HasWeapons())
{
// So what are you going to threaten me with? Exhaustion gas?
return ThreatLevel::None;
}