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Messages - will

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76
Off topic / Re: Ludum Dare
« on: 31 August 2012, 10:11:10 »
yeah I decided not to model collision.  You can park intersecting with another player if they let you.

how could you fairly model collision?  if take points off, or take a life, how can you do it fairly?

if I can kill us both by ramming you, that's unfair.

so I just left it out.  There's a lot that got left out ;)

77
Off topic / Re: Ludum Dare
« on: 29 August 2012, 07:06:19 »
Mr War's post doesn't tell you how super-cool this is, but these pictures will:

Actual gameplay:



The splash screen:



And the ships:





(just noticed there are *more* ships than those 6..)

Edit by Omega: Merged minute apart posts

78
Off topic / LUDUM DARE 24 is happening now! We're entering!
« on: 25 August 2012, 02:51:24 »
LUDUM DARE 24 is happening now!  We're entering!

Mr War and I, I mean.

The theme is Evolution.

We are on IRC on freenode.net in the room #ludumdare_glest - see you there!

Come join our team! :)

79
Tools / Re: Optimising G3D tool
« on: 24 August 2012, 14:03:42 »
To be clear, optimising is this flow:

G3dScan it
g3dopt.py it
G3dScan it again

I'm presuming G3dScan can spot a mesh that has frames it doesn't need, right?

Thinking about it, it's obvious that the loader could also do the same trick to optimise drawing.  MG and GAE don't need people to run this script; they can join compatible meshes as they load them; its just array concatenation after all.

We really ought to be ensuring that frames are ordered opaque then transparent too, but I haven't bothered with that.

80
Tools / Optimising G3D tool
« on: 24 August 2012, 13:52:47 »
I put it on github: g3dopt.py

It combines all compatible meshes.  It is an excellent compliment to G3dHack; if you run this python script first, you can usually get a few more K out of G3dHack optimisation.

It is optimising the model for drawing by reducing the number of glDrawElements and buffer switching needed.  This is apparently a big deal for things like webGL.

It was very tempting to interleave the vertices and normals and bump the version number up to 5.. but I didn't.

81
Tools / Re: Rendering G3D Properly
« on: 23 August 2012, 07:20:16 »
Yeah its a puzzle that https://github.com/williame/barebones.js doesn't render the G3D properly :(

LD is this weekend, and we haven't made any models yet.

We are leaning towards making a real nano-RTS, so we'll have lots of models.

82
General discussion / Re: Rendering Issues
« on: 23 August 2012, 06:30:05 »
Intriguing!  A very new graphics card, or a very old card...?

What operating system are you on?  What kind of graphics card do you have?

What is the output of the glxinfo program?  (or, is it not installed?)

83
Tools / Rendering G3D Properly
« on: 21 August 2012, 12:54:41 »
Ludum Dare 24 approaches fast (tell me if you want to join the usual team; please please do!).

I want to fully understand how to properly render G3D V4 files.

The properties flag has 0x01 for 'draw team colour through transparent parts of texture'.  Is this correct?

And what does properties 0x02 'two-sided' mean?  Does it mean to enable/disable GL_CULL_FACE?

What's the winding? GL_CCW?

How do you ensure that you draw the semi-transparent bits and the opaque bits in the right order etc?

And so on!  What else should I know/do?

I will be sharing my webGL loader, obviously: github, and eventually if gh-pages builds, online too.  I had to do some surgery to binary-load floats properly and fast.  DataView API is too new for most browsers and TypedArray.set() has bugs on my FireFox etc.

(I've run G3dScan auto-optimise.  Can, before eh Friday, it have a way to auto join meshes that are in the same texture and have the same flags etc and are compatible for joining?  With big webGL scenes, the number of drawElements calls is actually a factor.  One thing is sure- Mr War isn't going to optimise them in Blender)

84
Off topic / Re: Massive Tanks and armored vehicles
« on: 5 June 2012, 06:21:46 »
At a different scale:

https://www.youtube.com/watch?v=BgJgiKMWT5s

85
Mods / Re: Nubian Civilization (Historically Based)
« on: 3 June 2012, 10:06:23 »
At the other end of the spectrum, Mr War churned out a new faction every 10 hours or so ;)

I like the sound of this Nubian faction a lot.

Making it in the magitech techtree is a plus as I see it.

86
MegaGlest / Re: Translatable techtrees
« on: 17 May 2012, 12:09:56 »
Are we imagining problems we don't face?  If two players chat they ought to be using a language they both know.

The driver for this if I recall was actually wanting unit names like MLRS and renaming resources etc.  I hope the default.lng allows this.

87
Feature requests / Re: 3D map editor
« on: 14 May 2012, 09:06:35 »
That's what I meant; when I said "game" main menu, it was meaning the main MG program, and not bundled as yet another tool

sorry it was ambiguous

88
MegaGlest / Re: Translatable techtrees
« on: 12 May 2012, 21:12:42 »
If you are asking another user to do something with her battlemages, then you are naturally using the same language... else how did you get her to understand what it was you wanted to do let alone with what?

So I really can't see the downside of translating unit names, resources, movement zones and everything else, whereas I can see the very big upsides.

89
Feature requests / Re: 3D map editor
« on: 12 May 2012, 20:55:15 »
... the best way to achieve this is to add a 'go into edit map mode' as a choice in the game main menu.

This would start a game which happened to have no units and paused and with additional commands to edit landscape, save and rename, and final finesse being change tileset on the fly (so you can see how it looks)

This would mean a few booleans in some if-statements (like suppressing victory check, not drawing hud nor resources, not allowing unpause) and then new code for editing map e.g. palette.

I am not offering to do this.  I'm just saying how to sanely go about it.

Added: the kind of thing I used to play with: https://www.youtube.com/watch?v=IfarhL61S88

90
MegaGlest / Re: What is different about this screenshot?
« on: 12 May 2012, 20:43:51 »
you should have set it up as an animated GIF with only one frame being Rick :)

91
 :thumbup: cool :)

93
MegaGlest / Re: Translatable techtrees
« on: 3 May 2012, 05:51:03 »
Yes.

So if Mr War renames a unit in the -eng.lng file, a Spanish speaker won't see that name but will instead see the normalized name from the XML?

What I meant is that if a -def.lng file exists or some such thing, its values trump the XML.  Else the fallback is to the XML as before.

94
MegaGlest / Re: Translatable techtrees
« on: 3 May 2012, 05:33:32 »
Can't it default to another lang file?

So that the names in the xml are never shown...

95
Feature requests / Re: incorrect handeling of spawn attacks
« on: 25 April 2012, 17:28:38 »
I believe that a spawned unit should attack the target or self-destruct at the position the attacked unit died at.

That a spawned attack unit is autonomous is a fundemetal flaw, imo

96
Off topic / Re: Ludum Dare
« on: 24 April 2012, 21:16:12 »
Drum roll please...

play the completed game on-line, it's free:

http://williame.github.com/ludum_dare_23_tiny_world/

98
Off topic / Re: Ludum Dare
« on: 19 April 2012, 21:46:59 »
The Ludum Dare keynote is now out: http://www.ludumdare.com/compo/ludum-dare-23-keynote/

The contest starts - the topic announced - about 3am European time; a bit more Friday-evening-ish for Canadians, obviously.

So when, early Saturday morning but maybe already several hours wasted, us Europeans log in, we can all be in #glest-ludumdare on irc.freenode.net

Everyone meet there; wait around if the room is empty.

Brainstorming and chat will be a fun start to the task!

99
Off topic / Re: Ludum Dare
« on: 14 April 2012, 11:33:49 »
Yes there are two distinct catagories - we'll be entering the team contest, called the "jam".

So you're in, Ishmaru? :)

100
Off topic / Re: Ludum Dare
« on: 14 April 2012, 09:07:08 »
[big]WHAT ARE YOU DOING THIS COMING WEEKEND 20th-23rd APRIL?[/big]

I know what you want to be doing: Ludum Dare!

The absolutely super coolest thing you can do is your own entry!  Go on, don't make excuses, enter!

(You could even enter a Glest Mod if you made it in the time scales as a Jam entry, I believe.  Check the rules.)

Also, as per the practice in January, there's going to be at least one community effort!

You are hereby cordially invited to partake in a community effort entry for the Ludum Dare 23 Game Jam.

Mr War and myself have already discussed a general game type and concept, but of course it'll need bending to the theme announced when the jam starts.

We particularly want help with the plot and narrative and extensive play testing right from very early in the development.

Please reply here so we can gauge engagement.

I've announced our intentions on the Ludum Dare site: http://www.ludumdare.com/compo/2012/04/14/glest-modding-community-are-jamming/

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