
some of you might know my project "Die Geschichte von Harkon" (The story of Harkon) for CR. I now decided that it is time to switch to Open Clonk and started to "port" the first chapter to Open Clonk. The current status of the projekt (and a first OC screensho ;-) ) can be seen on the clonkforge project page http://clonkforge.net/pr.php?pr=1415 . I want to use the OC Forum to give every now and then some updates on the development and discus some questions of how some things can be best ported to Open Clonk.
Some things I am already uncertain about are:
What I should to the the entries of the context menu (hide the clonk, Quicksave/Quickload)?
There probably isn't a possibility to include animations of the standard clonk in a derived clonk (like the assassin, knights, mages, ect.) and append some animations to the clonk?
Are there some good conversion scripts around which can for example port an act map?
I will definitively come up with more questions and topics of discussion ;-)
Great news that this project will be ported to OC (especially now that the lights branch is coming together, it might be the perfect showcase because of the atmosphere).
The context menu can be hidden under a new key which opens a menu with some options. I think there is already some explanation somewhere here in the forum on how to set that up (adding new keys for a scenario or folder).
I don“t know of any scripts for the ActMap (I think you need to do this by hand, since also quite some functionality has changed or has been removed).
The context menu can be hidden under a new key which opens a menu with some options. I think there is already some explanation somewhere here in the forum on how to set that up (adding new keys for a scenario or folder).
I don“t know of any scripts for the ActMap (I think you need to do this by hand, since also quite some functionality has changed or has been removed).
Clonk animations: I think you should contribute the extra animations to our default clonk. Animations are cheap memory-wise and they are very helpful e.g. when putting life into NPCs.
The different clonk types can be realized as skins of course.
For stuff like helmets, hats, capes etc. It would be cool to outsource them into attached submeshes since it allows recombination to create more variety in NPCs.
I think Guenther has an actmap conversion script.
context menu entries: just implement them as custom keys. E.g. F5/F6 for quicksave/quickload. No need to create a menu for that.
The different clonk types can be realized as skins of course.
For stuff like helmets, hats, capes etc. It would be cool to outsource them into attached submeshes since it allows recombination to create more variety in NPCs.
I think Guenther has an actmap conversion script.
context menu entries: just implement them as custom keys. E.g. F5/F6 for quicksave/quickload. No need to create a menu for that.
> Clonk animations: I think you should contribute the extra animations to our default clonk. Animations are cheap memory-wise and they are very helpful e.g. when putting life into NPCs.
We could also think about merging skeleton files, then we could add animations for the Clonk from multiple skeleton files.

Yes, that's what I wanted for a long time.
Also, what happens if I have a submesh with the Clonk skeleton and attach it to a Clonk? Will the vertices move with the Clonk animations?
Also, what happens if I have a submesh with the Clonk skeleton and attach it to a Clonk? Will the vertices move with the Clonk animations?
> Also, what happens if I have a submesh with the Clonk skeleton and attach it to a Clonk? Will the vertices move with the Clonk animations?
I don't think I understand the question. A submesh in OGRE parlance is a part of a single mesh, multiple submeshes can for example be used to use different materials for different parts of the mesh. But (in Clonk) you can only attach meshes to a other meshes, not submeshes. When you attach a "hat" mesh to the "clonk" mesh, then yes, the hat will move along with the clonk if the clonk moves its head. But I'm not sure if this is the question you were asking?
By the way, with additional skeleton files, only new animations could be added to an existing mesh, but not new bones. So if you need new bones, the original skeleton (and mesh) have to be altered. The reason for this is that the assignment of vertices to bones is defined in the mesh, not the skeleton (even though the bones themselves are defined in the skeleton... it's a bit confusing).
Yes, the example with the hat is easy. But usually a hat does not have multiple bones. So you attach the hat bone to the Clonk's head bone (or hand, if you want him to carry it in his hand).
But what about a cape or new set of pants, armor, etc? This would have to move just like the Clonk does, so the vertices are assigned to multiple bones.
Imagine the Clonk skeleton, but the mesh is for example a knight's armor (just the amor parts, no parts that would be visible on the current clonk). I want to create a new object, the graphics consist of this armor model. Then I want to attach it to a Clonk and have it have the same animation as the clonk at all times.
But what about a cape or new set of pants, armor, etc? This would have to move just like the Clonk does, so the vertices are assigned to multiple bones.
Imagine the Clonk skeleton, but the mesh is for example a knight's armor (just the amor parts, no parts that would be visible on the current clonk). I want to create a new object, the graphics consist of this armor model. Then I want to attach it to a Clonk and have it have the same animation as the clonk at all times.
Thanks, that makes it clear. Basically what you would want is that you have a model which (at least partly) has the same skeleton as the clonk, and then when you attach it to the Clonk (for example the armor at the torso?), it would take the animation state from the Clonk. I don't think that's possible at the moment, but it sounds like it could be implemented. I'll be busy with the lights branch for another while, but could have a look at it afterwards. In the meantime it might be helpful if you file a bug about it.
Yes, that is it. With some help I could probably implement it myself, but it's not a pressing issue anyway.
If you want to give it a try let me know, and I'll help you where I can.
At the moment I am stuck at compiling the sources. My Visual Studio trial expired, so I tried using MinGW with the tutorial http://wiki.openclonk.org/w/Building_with_MinGW. I fail at the step cmake . -G"MSYS Makefiles", because it cannot find the cmake command. The link for the precompiled dependencies on http://oli-obk.de/clonk_mingw_deps.zip is down.
Update: Got cmake to be recognised.
Update2: Now cmake is running, but generates errors on one of the commands.
Update: Got cmake to be recognised.
Update2: Now cmake is running, but generates errors on one of the commands.



This Visual Studio Community Edition is a collection of all former called "Express" editions, including the feature of using plugins, to be more precise.
This means, you can use C, C++, C# and all other languages as if this edition were a paid version, but it is Open Source under MIT license.
This means, you can use C, C++, C# and all other languages as if this edition were a paid version, but it is Open Source under MIT license.
Running into problems already. I suggest handling the rest of the discussion in http://bugs.openclonk.org/view.php?id=1177#bugnotes

MaterialZoom=x
in the landscape section of scenario.txt to make materials sharper. I think the default zoom is 4... Increasing it helps to keep textures sharp even when the player zooms far in.Just thought that would be nice to know for a RPG since it has to look good.

Also, was the idea ever discussed to include Harkon-like buildings in objects.ocd?

> Also, was the idea ever discussed to include Harkon-like buildings in objects.ocd?
Yes, in the German part of the forum: http://forum.openclonk.org/topic_show.pl?pid=26344#pid26344
Hi Randrian, some of the stuff in the screenshot looks like it could also be used as good decoration in some other OC scenarios. Are there parts which you would be willing to share, like the vines for example?
This could be committed to the main repos in the Decoration.ocd folder (which should contain only objects which don't have any functionality).
This could be committed to the main repos in the Decoration.ocd folder (which should contain only objects which don't have any functionality).

I need to retain some cool things to make the Harkon release cool ;-)
hi sounds very very interesting. unfortunately clonkforge appears to be down all the time. is this still to come?
Jonathan
Jonathan
thank you very much,
but this link is down... any way to get it somewhere else?
i wonder why this scenario isn't on ccan or at least available to download in the forum? this seems like a big pack to me, which should be easy to find ;)
jonathan
but this link is down... any way to get it somewhere else?
i wonder why this scenario isn't on ccan or at least available to download in the forum? this seems like a big pack to me, which should be easy to find ;)
jonathan

https://ccan.de/cgi-bin/ccan/ccan-view.pl?a=view&i=6038
https://ccan.de/cgi-bin/ccan/ccan-view.pl?a=view&i=6164
The OpenClonk version is still in development (or is it?)
yes i know that. sorry if there was a missunderstanding, because this forum and this thread is about an OC version and i wondered if it ever was released. but looks like there aren't any news since 2014 :(



Although I see that it's going to take time, considering all the Knights and M&M stuff Harkon CR is dependent on.
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