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  • Oct 01, 2009
    issue 4 (Multi monitor support needs improvements) Labels changed   -  
    Labels: Priority-High Priority-Medium
    Labels: Priority-High Priority-Medium
  • Oct 01, 2009
    issue 7 (Timer) Labels changed   -  
    Labels: Type-Enhancement Type-Defect
    Labels: Type-Enhancement Type-Defect
  • Oct 01, 2009
    issue 6 (Rotate images) Labels changed   -  
    Labels: Type-Enhancement Type-Defect
    Labels: Type-Enhancement Type-Defect
  • Oct 01, 2009
    issue 5 (Feature request: Possibility to Automatically start a captur...) Labels changed   -  
    Labels: Type-Enhancement Type-Defect
    Labels: Type-Enhancement Type-Defect
  • Oct 01, 2009
    r10 (Fixed a crucial spelling error) committed   -   Fixed a crucial spelling error
    Fixed a crucial spelling error
  • Sep 04, 2009
    issue 8 (Badguys) commented on   -   Aliens move now. I didn't add pathing -- didn't seem necessary. If they are engaged and have line of sight with the player they try to move in, up to a certain point. Both movement speed and the minimum move distance have variables in the aliens.py -> update function.
    Aliens move now. I didn't add pathing -- didn't seem necessary. If they are engaged and have line of sight with the player they try to move in, up to a certain point. Both movement speed and the minimum move distance have variables in the aliens.py -> update function.
  • Sep 04, 2009
    r77 (Made the aliens move toward the player when they see you. Ca...) committed   -   Made the aliens move toward the player when they see you. Can tweak alien movement speed and how close they try to get with the movement and engage_distance variables.
    Made the aliens move toward the player when they see you. Can tweak alien movement speed and how close they try to get with the movement and engage_distance variables.
  • Sep 04, 2009
    issue 15 (Badguy targetting bug...) Status changed   -   Fixed in revision 76: there was some code that made enemies activate on you no matter what if you are within a certain distance that I suspect is triggering beyond major walls. Commented it out and left a little note. Now all LOS checks use collisions. # this is probably your bug -- getting distance through the wall # easy fix is take this out, 'proper' fix is to use some pathing alg to see if # they are just around a corner or well beyond a wall
    Status: Fixed
    Fixed in revision 76: there was some code that made enemies activate on you no matter what if you are within a certain distance that I suspect is triggering beyond major walls. Commented it out and left a little note. Now all LOS checks use collisions. # this is probably your bug -- getting distance through the wall # easy fix is take this out, 'proper' fix is to use some pathing alg to see if # they are just around a corner or well beyond a wall
    Status: Fixed
  • Sep 04, 2009
    r76 (ISSUE 15 Probably fixed issue 15 -- there was some code tha...) committed   -   ISSUE 15 Probably fixed issue 15 -- there was some code that made enemies activate on you no matter what if you are within a certain distance that I suspect is triggering beyond major walls. Commented it out and left a little note. Now all LOS checks use collisions. # this is probably your bug -- getting distance through the wall # easy fix is take this out, 'proper' fix is to use some pathing alg to see if # they are just around a corner or well beyond a wall
    ISSUE 15 Probably fixed issue 15 -- there was some code that made enemies activate on you no matter what if you are within a certain distance that I suspect is triggering beyond major walls. Commented it out and left a little note. Now all LOS checks use collisions. # this is probably your bug -- getting distance through the wall # easy fix is take this out, 'proper' fix is to use some pathing alg to see if # they are just around a corner or well beyond a wall
  • Sep 04, 2009
    r75 (Fixed a typo in the win message.) committed   -   Fixed a typo in the win message.
    Fixed a typo in the win message.
  • Aug 30, 2009
    issue 9 (Use filenames not mtime) reported   -   use filenames to store and parse timestamps instead of mtime
    use filenames to store and parse timestamps instead of mtime
  • Aug 30, 2009
    issue 8 (Drop Shadow/Background on annotations) reported   -   Make it easier to see on any background
    Make it easier to see on any background
  • Apr 28, 2009
    issue 9 (Map Objects) Owner changed   -  
    Owner: keeyai
    Owner: keeyai
  • Apr 28, 2009
    issue 9 (Map Objects) Status changed   -   We need to chat about the way you are using the map grid, what your different codes mean, etc so I can make a generator. Should be simple enough once I have that info.
    Status: Started
    We need to chat about the way you are using the map grid, what your different codes mean, etc so I can make a generator. Should be simple enough once I have that info.
    Status: Started
  • Apr 28, 2009
    issue 1 (AI Pathfinding) commented on   -   can just increment the weight in a circle around each tower, degrading over time. This will make areas with lots of towers much more costly to the algorithm, and therefore avoided more. We will need to change the blocking map info for this from true/false to something else -- shouldn't really be a problem.
    can just increment the weight in a circle around each tower, degrading over time. This will make areas with lots of towers much more costly to the algorithm, and therefore avoided more. We will need to change the blocking map info for this from true/false to something else -- shouldn't really be a problem.
  • Apr 27, 2009
    issue 9 (Map Objects) commented on   -   Do you want these pre-made or randomly generated? It sounds like the maps are really simple and could easily be made random. This will both save us time and add replayability.
    Do you want these pre-made or randomly generated? It sounds like the maps are really simple and could easily be made random. This will both save us time and add replayability.
  • Apr 27, 2009
    issue 15 (AngleFinderFunction) commented on   -   Do they shoot directly at the target or should this function try to lead the target based on unit and target velocity and/or path?
    Do they shoot directly at the target or should this function try to lead the target based on unit and target velocity and/or path?
  • Apr 27, 2009
    issue 1 (AI Pathfinding) Status changed   -   I committed a functional pathfinding function in misc.py. Right now it only grabs the one path, and I think there is a small bug somewhere because one of the test cases looks a little un-optimized. There are a bunch of notes in the function doc string and as we get a little more implementation going I can update the function to provide multiple paths in the most efficient way we decide on. Check out the pathing test cases by running misc.py in a console.
    Status: Started
    I committed a functional pathfinding function in misc.py. Right now it only grabs the one path, and I think there is a small bug somewhere because one of the test cases looks a little un-optimized. There are a bunch of notes in the function doc string and as we get a little more implementation going I can update the function to provide multiple paths in the most efficient way we decide on. Check out the pathing test cases by running misc.py in a console.
    Status: Started
  • Apr 27, 2009
    r75 (Added simple pathfinding algorithm to misc.py and made a not...) committed   -   Added simple pathfinding algorithm to misc.py and made a note on implementation in objects.py. Run misc.py in a console to see the pathing test cases. The third case looks like it is make an extra diagonal, so there is a bug somewhere in this commit.
    Added simple pathfinding algorithm to misc.py and made a note on implementation in objects.py. Run misc.py in a console to see the pathing test cases. The third case looks like it is make an extra diagonal, so there is a bug somewhere in this commit.
 
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