dracophoenix1 / ares Goto Github PK
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License: MIT License
Automatically exported from code.google.com/p/ares
License: MIT License
There should be support for creating and editing decals in AresEd.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:20
Add the ability to suggest parameters for the standard message reward.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:28
It should be possible to edit the messenger property class.
Original issue reported on code.google.com by [email protected]
on 9 Nov 2012 at 1:20
Add support for trigger on material (like 'above trigger'). This is a CEL
request.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:40
There should be support for editing and placing map nodes in AresEd. These can
then be used for various things (like for example triggers with map nodes).
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:35
What steps will reproduce the problem?
1. Switch to Foliage Mode
2. Select a type of Foliage
3. Start painting with mouse
The expected output is that the foliage density should increase. However,
nothing happens instead.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 2:02
Add a way to visually see and edit triggers (pctrigger property class).
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:39
Marker node for 3D view (selected object) sometimes becomes visible in entity
mode after save.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:37
The name of the terrain mesh is currently hardcoded in AresEd/Ares. This needs
to be more flexible.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:21
What steps will reproduce the problem?
1. aresed
What is the expected output? What do you see instead?
Now it's black rectangle. Expected output is 3d view on the right.
Ubuntu 14.04 ATI
Original issue reported on code.google.com by [email protected]
on 14 May 2014 at 6:51
Attachments:
The CEL inventory system supports 'loot packages'. There should be a way to
edit these in AresEd.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:17
Allow scaling of labels for objects that are far away.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:43
In the entity and quest editor there are many cases where an entity picker
would be handy so you don't have to type the entity name all the time.
Original issue reported on code.google.com by [email protected]
on 9 Nov 2012 at 8:20
After deleting a reward or a trigger the editor still contains the old values
from that reward/trigger even if it appears as if another reward/trigger is
selected.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:30
AresEd needs a settings dialog with (at least) the following information:
- Default size/maximimze status of window
- Rendermanager from CS (deferred/unshadowed/...)
- Popup message window on error (bool)
- Display labels by default
- Label colors
- Enable camera light and edit light settings
- Default physics/opcode world
- ...
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:42
Many games prefer sound. AresEd should support that.
Original issue reported on code.google.com by [email protected]
on 9 Nov 2012 at 9:09
In some situations the connections between 'newstate' rewards and states are
wrong in the sense that they are not properly interpolated. This depends on
resolution and some unknown factors.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:23
Make resources uneditable if they are in an uneditable asset
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:31
It should be possible to let the spawn property class spawn at the position of
the associated mesh.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:42
In the quest sequence editor it should be possible to move up/down sequence
operators.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:52
The subject basically says it all. We need to convert the CEGUI user interface
in AresEd to WX.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 12:47
It should be possible to set classes on individual entities.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:33
There are a number of predefined classes in the entity editor. Whenever class
values can be input there should be a popup/combo with these to make it easier
to enter them (for example, the changeclass reward)
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:32
AresEd immediatelly crashes if you press ctrl-p when nothing is loaded (i.e.
right after startup).
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:34
Make it possible to define default parameters for quests
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:32
This isn't a code review, but rather a process review. The artist has questions
on how best to set up art for use in the game, such as, how should I specify
the 1st camera? do I need to specify a 3rd person camera, where should I set
the origin point on a player character? where on a bird? and so forth.
I don't have a definitive set of questions at this time, but Ares will be a
better product, and it will enable me to write artist-friendly docs, if we
confer at this stage.
I'd like to have a place (like a forum) to post questions which can be answered
at leisure and serves as a record. This applies to the writers as well.
Original issue reported on code.google.com by [email protected]
on 14 Oct 2011 at 8:23
Currently AresEd no longer crashes at exit but this is because of a hacky
woraround where AresEd simply does exit(0). This avoids the failing cleanup.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:54
For the dynamic objects as defined in the pre-baseline game file it would be
great if they could have some global UUID system so that you can make changes
to that game file (i.e. add mods and so on) without (seriously) affecting saved
game files. The current system is very brittle as it depends on the unique ID's
(32-bit integers) that are assigned sequentially when objects are created.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 12:21
What steps will reproduce the problem?
1. Select a number of items
2. Copy them to the clipboard
3. Paste them
4. Only the wireframe for the first object is shown.
Solution: show the wireframe for all objects as they will appear when pasted.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:19
Currently the Spawn message in ares controller only supports spawning at the
location of the player.
Original issue reported on code.google.com by [email protected]
on 8 Nov 2012 at 1:51
The sanity checker doesn't recognize $parameters in the property property class
and thus fails to see that the parameters are needed in the parent template.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2013 at 6:34
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