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Old 04-18-06, 06:20 PM   #26
rconstruct
Seaman
 
Join Date: Nov 2005
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Hi
Thorsten just committed to CVS the test code for foam (for the wave's crests), and the ocean already has a working displacement model for bad weather (altough this is still going to take a while). I also noticed that i forgot to post screenshots in dangerdeep's gallery, illustrating some of the new features (btw, the TAB key cycles between subscreens, and in the torpedo management screen, if you click a torpedo, torpedo info appears in the notebook, all the technical details that a player would like to know, before making attack decisions )
Anyway, here are some (new) screenshots, also showing the development foam code:

http://img375.imageshack.us/img375/5...enshot08wq.jpg
http://img519.imageshack.us/img519/7...enshot13qo.jpg
http://img519.imageshack.us/img519/5...nshot100oh.jpg
http://img130.imageshack.us/img130/1...nshot125cv.jpg
http://img130.imageshack.us/img130/2...enshot81xu.jpg
http://img130.imageshack.us/img130/7...enshot93po.jpg
http://img380.imageshack.us/img380/7...enshot21cc.jpg
http://img380.imageshack.us/img380/6...enshot63ii.jpg
http://img380.imageshack.us/img380/4...enshot71rz.jpg

Needless to say, the wave's crests foam code is the first test implementation
Work already started on replacing sdl_mixer by openal, which should make our life much easier regarding soundfx, sdl_mixer is a bit limited to the number of features we want to add, it served its purpose, but now it's time to move on. Also, work already started on a couple of new models. That's it, i'll post development news here, as things get done.
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