Search results

  1. x1212

    Release The Ur-Quan Masters

    Hmm ... afaik the PXML is stored two times in each pnd, one is in the squashfs and one is appended at the end of the file along with another copy of the icon. Maybe you did put the correct PXML into the directory that ends up in the squashfs but the PNDTools still used the old one for appending...
  2. x1212

    Sane version numbering?

    Ok it's Pyra 1602, Pyra 1503, Pyra 1701, Pyra 1404, and Pyra 2070 for me then ... :P
  3. x1212

    The Pyra-Logo

    I was just creating a blend for fun and the purpose to enable me (and maybe others as well) to easily make some nice 3D animations of the logo to lets say make a nice intro for a Pyra exclusive game or for loading-screens (or icons on websites or animated bootscreen or presentations ...). Of...
  4. x1212

    Release The Ur-Quan Masters

    How did you create that pnd? Did you use an other one (the one on the repo) as a basis?
  5. x1212

    Pandora platform independent code for automatic packaging of pnds

    Yes that .sh is really usefull (for my own pnds I used that too). In order to get it to work on Windows as well I was looking for a tool that works on both Linux and Windows out of the box. But maybe the fastest/easiest way for me to make that exporter, will be to use some #ifdef blocks and...
  6. x1212

    Port Requests

    The oldest version available with the current launcher shouldn't need any configuration at all (basically you spawn on a big cube made of cobble stone with a grass-layer on top and then you can dig your way to the bottom ... ). But I guess by 1.0 the first non alpha/beta version is meant...
  7. x1212

    Pandora platform independent code for automatic packaging of pnds

    Ah thanks, last time I checked I must have missed the link to the sources. Maybe I can get this to work on Linux as well (at least the command-line part) by building it with gpc ...
  8. x1212

    The Pyra-Logo

    Ok :D @FaeMinx: I think I have an idea on how to get that result. I will try this soon.
  9. x1212

    Pandora platform independent code for automatic packaging of pnds

    Hello, I'm currently looking into creating a pnd-exporter for the Godot-engine. (http://boards.openpandora.org/topic/16214-unnamed-game-with-a-mole/?p=333010/URL]) I have already a rough idea where to put in my changes to do this (how to register the exporter and how to create one). For the...
  10. x1212

    Port Requests

    The newer versions of minecraft use shaders afaik, so since that OpenGL to OpenGLES thing only supports OpenGL1.x I guess this introduces some new problems compared to the old versions ... have you tried configuring your profile to use, let's say an alpha version?
  11. x1212

    Release The Ur-Quan Masters

    tested this ... but if I unmount the USB-stick I'm using it dissappears from the menu ... maybe you need to restart because of previous problems? but I can confirm the wrong title ... I will have a look at the pnd-file ... Edit: unpacked the pnd and packed again and now the correct title is...
  12. x1212

    Release The Ur-Quan Masters

    I can't see the attachment ... maybe you didn't add it to your post?
  13. x1212

    The Pyra-Logo

    Well this one is 1.7 Mb after I used Gimp to reduce it to 16 Colors (the original gif is 4.1Mb and if I don't use the gif but save the frames separately as png I get more than 60Mb). Currently it repeats after 220 frames with 25ms per frame (should be 40fps). Also here some new ones where I...
  14. x1212

    Changing application title for menu.

    That PXML looks fine to me ... at least I can't find the old name anywhere, where it could cause this ... I don't know if this matters only to the repo or to the Pandora as well, but maybe the id "uqm" is already used by the other version? Or maybe something else is wrong with your pnd and the...
  15. x1212

    The Pyra-Logo

    oh, you meant the other horizontal. I guess that wont need any new renders, just taking the first frame and rotating it should be enough to do that (At least with the 16Color Versions I uploaded there shouldn't be to much of a difference since shading and reflections are nearly invisible with...
  16. x1212

    The Pyra-Logo

    like this? : Also made an attempt to create a more flamy one ... can't tell if that hypnotizing campfire effect is just me having done to much stuff in front of a screen today or if I succeeded ...
  17. x1212

    The Pyra-Logo

    here you are: (looped + better materials/compositing) I guess it mainly depends on the compositing/colors/materials, to give that flame-like-ness ... maybe one of the newer ones is better in that aspect? Otherwise it shouldn't be to complicated to make an animation where it wobbles like a...
  18. x1212

    The Pyra-Logo

    Had some spare time ... so I made a 3D-version :D
  19. x1212

    Release unnamed game with a mole

    I guess this could be done, but will require some more work. At the moment I use the exporter for Linux and replace the godot-binary with my own build and then package it with the help of some scrips provided in Ivanovic's toolchain. I will have to look up how these exporters work, and how to...
  20. x1212

    Sane version numbering?

    Well as long as it is more sane (or more precisely: easy to remember) than whatever the creators of the anno-series where thinking (1602->1503->1701->1404->2070), I don't really care ...
Back
Top