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Messages - Coldfusionstorm

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751
Off topic / Re: ATI vs nVidia
« on: 10 June 2010, 01:12:35 »
Im about to kick as and chew bubble gum....
and i just happend to have a "the way it's meant to played" logo right here! https://www.youtube.com/watch?v=FNqMlWS9i7I

752
Fantasic i love the envison one, its a buityfull image, BUT teh glest logo is a little dissorted on my HD monitor, (unfortunenaly, dosnt look like the loga was made for this size)

Monitor res is 1680*1050. so above 780 pi, but below full HD :/

753
Hotkeys,hotkeys should be able to be defined in a units XML file.

example

<skill - attack>
<hotkey=A>
<skill - attack/>

we could then have colour codes fx hh5459hj(just a gadget really the hotkey itself is much more omportant. ) to highligt the hotkey in a tooptip.

<skill - attack>
<hotkey="A'hh5459hj">
<skill - attack/>

754
General discussion / Re: Stealth Units?
« on: 10 June 2010, 00:32:46 »
the way this is implentend in starcraft 1 and 2 is as forllows

you give the unit a abilty that have a certain effect this effect can be many different things but lets keep it simple.

what you will need (gameplay/codewise)to make stealth.

you are able to add/modify a units renderstate.(the render state is used to acually remove the unit from the players screen, this could be a sort of disortion from 0-100 were 100 is totally invisible and NOTHING is rendered. and 0 is full rendering). or perhaps a transparency effect.(i personally LOVE the starcraft style cloak).
and
you are able to modify the units attackable status (in starcraft this is dont by a flag in the effect section i guess).

so in a abilty of this type (crude example it would go down something like this:)and its some time ive been in the XM's

<ability>
<renderstate="100">
<flag="1""0""0">           (there the flag values are in order, wich means the first number is stealth and second*
<Duration="passive">   (acceptable values"passive" and "1-99999999999999999999" where passive is allways-on
<Type"=passive">   (the type defines how the button is suposed to act,if its passive the button is in a "state"of*2
<target"none">   (acceptable values are "enemy,self,allied,owned,objects"
<dmg"disable"  (acceptable values are "disable","1-9999999999999999"
<ability/>

*Could be invunrable, and third could be stucture,
*2allways pressed down.

Firstly, it is a crude example in comparrison to the current xml, but the values and diffines are as i would like them to be just with a syntax that looked more like the current XML syntax.

Secondly, it does look like im either inventing a new ability system, or vastly adding to the flexbilty, i suggest a open mind to this as the current system is limited, BUT capable of for example of adding new features like this-

thirdly, im sorry i couldt push AOE in there, i could not quite figure how you would define spash, since it both could be a effect on a attack on enemy and a spash effect on a ability.

Comment!, i would like to hear you opinions/concerns about this.

755
So, I was thinking about the morph problem.
The current problem in a nutshell is that you have a SINGLE unique ID, you recognize units on.

The solution is to introduce a ID and a NAME(or just a extra name feature since we already have one identifier).

So that you have a  :NAME_ID
And a game internal :UNIQUE_ID

Now when you want to morph, you just have 2 units with a Different unique ID. but with the same:Name Display ID.

Now with this option it also opens up more options for different skills and ability's etc, etc.

The Proposal: "Simply" add another XML option to a unique ID. it would not be required and would thus keep backwards compatibility.

(I can provide a XML example if there is interest in this method of ID's).

Cliffs.

This is my understanding of cliffs atm.
The current way of making cliffs is to change a value in a terrain cell with a certain value ( - negative for down and + positive for up).
In addition all cell's are smoothed out.

I also noticed last I used the editor there were 2 different height/hill modifiers, these would do nice so as to modify one to do cliffs, and the other to hills and the like.

My proposal to a solution:
Make the rise for each level higher so that collision/ground mapping get a higher rise. and turn smoothing off for cells or make the smoothing cell based so that you can still use smoothing some places.

Hopefully these suggestions are usefull to glest so that we can have archers on cliffs,tanks and/or bases build on top of protected platues whatever suits the mod/game :).

EDIT:

Upon wondering about the heigh stuff i came across some (possible) obstacles.
Unit view distance.

How would this be calculated?, Obivously we dont want ground units to be able to have view on top of a steep cliff.

So I was thinking about planes.

Attackable plane (which plane the unit is able to be attacked on)
Attack plane (which plane the unit is able to attack at)
Location plane (which plane the unit exists on). This plane "could" be a little more configurable, basically my idea was to have this act like some sort of current dimension. the location plane would also have to be some sort of height map.

All these planes are/should be able to be configured so it would be able to have several planes inter the location plane is obviously the most advanced plane, were the others basically could have a couple of options for have links to different planes.

Fx a unit could have:

<attackable plane"air">
<attack_plane"air","ground">
<location_plane"ground"Magic",>

now the location_plane here would add the normal height_map, which would add the ground height map, so that the engine would know how the unit is handle and the unit is allowed "view on one level of "ground" were as "air" would have several's level of view because of it's height. this is if you think of ground level as values from -5 below water to 0 ground and 5 as mountains that would also give something about 4-7 levels to build fun different landscapes.

NOTE: i was actually thinking of a tag system were a unit simply are given the properties it is tagged with. so a unit would look like this

sound crash
sound fly
sound lift off
sound attack hit (wood? or dependent on armor type?)
sound attack initiated
stat-food supply 2
stat-race Barfny
stat-ep 1
stat-armor 1
stat-health 100

Hopefully you get the point of the tag system, the obvious problem is that very advanced units would be really complex. but that almost make out it self.

Also, PLEASE comment if you like this or not or have any suggestions.

756
MegaGlest / Re: build in irc
« on: 9 June 2010, 23:54:25 »
i think it would be cool, but considering that we allready have ingame chat, and the Glest IRC, i dont see really improve glest that much.

its a cool gadget but i think that time is better spent doing other stuff that is needed atm. imo.

757
General discussion / Re: GAE, Megaglest & what happens next...
« on: 9 April 2010, 09:46:24 »
you see its very simple when 2 glest's meets it then goes down like this

GAE+MG = MegaGAE

Mega Glest Advanced Engine.

I LIKE IT!

758
Announcements / Re: megaglest ( 3.3.2 released! )
« on: 7 April 2010, 14:21:49 »
i LOVE the new size!, a switch would be good ues, this makes room for the UI i want when its done :D.(and it can be implemented).

759
Announcements / Re: megaglest ( 3.3.2 released! )
« on: 7 April 2010, 05:50:14 »
YES,YES MUTHA ØØØ YES!, you fixed the font, i was wondering why it was so ugly in Megaglest and so awesome in GaE.

But you got it covered i LOVE YOU!.

/my precious MG.

also i LOVE all the other improvements not to forget.

i have ??? find lan games ???

button, and i have the english version, properly not used the updates, i will look into it when i get home, it properly just is me being silly and forgetting the updates.

760
Mods / Re: G.I.S is BACK!
« on: 7 April 2010, 05:22:56 »
SOme maps are indeed not complete

Units need's textures?

what?.

the unit needing texures atm is
Rifemorean SCV
Marines,lashers,and venoms, also threre is a bug with drones when atacking thier wont have a animation.
that isnt too bad imo?.

Not many animation?
The creep nurisher for morphlings have a animation so have then venom,marine's also have a animation albeit a it IS a is a little veak, lashers also have a animation albeit agien a little weak.

the third faction is a bugus, its just there for fun it.
it is suposed to get done eventually.
Allmost all buildings have a team collour texure?.

im working on sounds.

okay, feedback colleceted so far

Better animation for Morhplings Lashers.
Better animation for marines(the model is sheduled for a complete re-modeling thats kinda why it sucks atm)
Texture for lashers and venoms,(also a rename for the venom since it's misleading).
fix for the drone bug
a new SCV with preferbly with textures.(i have another scv model in the works wich is imo alot better.).

reduce the crap ex a allmost non existient map (wasteland).

sound are being worked on.

this IS my first mod, but i will also ask you to notice the difference between releases.

this release was rather large compared to the timespan it was made in, from yesterday to today

i will properly release another version today, with the same amount of changes(at least i hope so).

this is from version 0.2.1

also thanks
Fkuffy203
ultifd

your feedback is very much apriciated. :D.

761
Mods / Re: G.I.S is BACK!
« on: 6 April 2010, 21:45:15 »
Well, most are textured, :). my advice if you want to try it out is that you just download it, allmost all units have textured now. 3-4 of all units in the mod are untextured as of version 0.2.1.

762
Mods / Re: G.I.S is BACK!
« on: 6 April 2010, 21:22:43 »
thats the point ;D,well, not really, but the gameplay of SC, and my own custom insanety :D mixed together ;D, im happy you like it :D, go download it, there also is a new release soon ;D.

763
Mods / Re: G.I.S is BACK!
« on: 6 April 2010, 17:37:13 »
no, Next version will have allmost every unit textured if not all, what would be V.0.2.1

that version will be release in a couple of hours. ;D,

i will upload a sneak peek screenshit of version 0.2.1 its pretty darn awesome allready, with team colours and everything :D.

764
MegaGlest / Re: Megaglest 3.3.2 beta1
« on: 6 April 2010, 15:15:50 »
Windows 7
CPU Intel
Nvidia 8800
serveral sound cards.

Sound issue fixed. THANKS.

i had not just telephone klicking i had hissing, scrachting worse than a FM radio out of tune..

765
Multiplayer / Re: Glest Ladder Registering
« on: 6 April 2010, 12:19:52 »
i unregister :/.

766
Mods / Re: G.I.S is BACK!
« on: 6 April 2010, 11:26:32 »
I cant unfortunately not take screenshots on my box , it just comes with a blank screen. so, as much as id LIKE to give you some screenshots i cant :/.

EDIT:found a work-around.

767
Mods / G.I.S [OFFICIAL MOD THREAD]
« on: 5 April 2010, 22:58:09 »
IMPORTANT NOTE:
This mod is standalone.Outdated link http://www.moddb.com/mods/glest-in-space

[OFFICAL GLEST_IN_SPACE_THREAD]

<News ="07-02-2011">
Im allmost not sick anymore, however im behind in school work atm, im still working on planning the mod out to be THE best Space game.
</News>

<News ="24-01-2011">
Finally some concept progress on the morphlings, which have been quite a PITA since other factions are dependent on this one, if people would like i can show screenshots in the following week
</news>

<News ="03-01-2011">
Okay, so the mod is undertaking a serious overhaul along with some serious overhaul of working processes
this should archive faster development and better gameplay, the downside is that most of the work so far is mostly useless, so in many ways its a new start, around the 15th. Also Conzar have joined the team as lead developer for us, and he have already posted a GIS-Patch on the forum. and i will be looking forward to seeing alot more of his work, i will also be posting more here because somebody(you know who you are) said that i should share more of the development of the mod on the forums, so here i am. Shareing... again ;D.
</News>

QA:Updated 10-01-2011
Q:This looks like starcraft
A:it looks like but it is not.

Q:It looks an awfully alot like starcraft
A:The goal of the game is not to either be ART or unit like starcraft. We are aware that the old WIP releases contains unit and structures that resembles Starcraft alot, this is because the universe the mod is inspired from is the starcraft universe.
the GIS universe and the Starcraft Universe caries resemblances but are NOT the same.

Q:Is the gameplay like starcraft, fx fast paced with different tactics, multi building selection, ect.
A:Yes, Multibuilding selection is going to be in the game at some point, and there are going to be several approaches to same "problems".

Q:UEF is that the faction that is in supreme commander?
A:No, This is a different faction in a different universe.

Q:Is there supply depots?
A:yes and no, previous releases had a supply depot,but it were removed because it doesn't make sense to keep supplies on the ground when you have a fleet in orbit, the supply dock makes it's entrance instead.

Q:is there siege tanks?
A:yes there is siege tanks for the enjoyment of breaking stuff :D.



<old-news>

Lady'ies and gentlement im happy to announce to you GlestINSPACE Version 2.2

Thats correct, as of this very moment it is authorised.

link for awsome sousage gauss-rifle-rts-large-army-slash-hacking-fun.:
http://www.moddb.com/mods/glest-in-space/downloads

Also you requested some images:
http://www.moddb.com/mods/glest-in-space/images

Description
A game for you to fly around with buildings, Build Large army'ies of Deadly lashers, the enemy have a alot of lashers?
Wall your self in, and just defend, and expand with your main base ;D, that sneaky rifemorean trying to sneak,
out of his base with a command center?, shoot it down, with the muscle beasts of the morphlings, the terrifying
venoms.(wich btw have nothing to do with venom).

</OLD STUFF -- ONLY FOR HISTORICAL REFERENCE -- IGNORE TEXT BELOW >

Changelest aka Readme(only a part of complete changelist)
This is GlestINSpace Mod BETA 0.2.2 (Name TBD)
Made by Frederick Angelo(AkA Coldfusionstorm)
Last Edit 03-Juli-10

Credits
Elias Dokkedal(AkA SuperKaj) - 3d Moddeling - 2d art - animations - concept artist - Mod Developer - Map maker.
Frederick Angelo(AkA Coldfusionstorm) - XML Editing - 3d Moddeling - concept Artist - animation - Mod leader.
Tiger (aka ??) - music artist.
The glest team - engine development.

Mod change from 0.1.7 to 0.2.2
Mod made self sustained
Most units textured, music added.
Custom menu added.

<OLD STUFF -- ONLY FOR HISTORICAL REFERENCE -- IGNORE TEXT ABOVE/ >


768
Mods / Re: Building/Morphing.
« on: 1 April 2010, 20:26:53 »
Will the AI have to be modified as well to support this? What if a faction have buildings that can only be built by morphing?

Interesting point, I think morph and build are handled 'together' by the AI, but I haven't looked at that in a while, will re-investigate tonight.

Quote
Could it be easier to modify a build command instead? In this way we'll be able to keep the build submenu.

Very good point! Yes, the build command already has the logic to move into position, so only the 'when arrived' logic needs modifying.

For the sub-menu I think there is valid argument to extend the morph command to be more like build, so if the XML has <morph-unit ... /> it acts the same as it currently does, but the you now also have the option to use,
Code: [Select]
<morph-units>
  <unit name="..."/>
  <unit name="..."/>
</morph-units>

Which get put in a submenu, as is done with build.

I think maybe it should still be presented to the user as a modified morph ?? That just seems to make more sense to me, but obviously build makes sense too ... thoughts ?

Edit: My bad, the AI handles produce and morph together...

i could not get the method above to work silnarm. with more than one morph options. :/.

769
Mods / Re: Building/Morphing.
« on: 1 April 2010, 19:41:10 »
Yes this is my RECENT topic stupid crash.

770
Mods / Re: Building/Morphing.
« on: 26 March 2010, 12:52:34 »
Im not too sure, about que command's, (im missing que in MG, but thats not it).

But yeah, Basically a way to intergrate morph command into building, or any other command for that sake, for the popurse of other stuff :), that's more for if other people would perhaps need it, i dunno for what but fx,a attack that does spash?, fx the sub command sounded like a good idea. :)

771
Mods / Re: Building/Morphing.
« on: 24 March 2010, 13:44:20 »
pullo, that would be awsome, could you perhaps post the code when you are done?, i cant code unfortunatly. it would be much apriciated. :).
It would be totally awsome :).

772
Mods / Re: Building/Morphing.
« on: 23 March 2010, 22:38:10 »
i was wondering the same, but i want the building menu, is that still posible?, or simply just make the building consume the unit who initiates the building, and if cancel'ed returns the unit?.

okay, i looked abit into it and it dosnt seem theres anything i can do.

the only thing i looked at who possible could help, dindt work. its marked in blue, drones are starting units,so i did have them, but it dindt consume them.

My Suggestion add a optitonal extra option alike to requrement, but instead Consumes the unit.

something like this:

<unit-consumed>
         <unit name="drone"/>
</unit-consumed>

Hereunder is what i cant get to work, marked with blue text.

<command>
         <type value= "build"/>
         <name value="build_basic"/>
         <image path="images/scv_build_basic.bmp"/>
<unit-requirements>
         <unit name="drone"/>
      </unit-requirements>

         <upgrade-requirements/>
         <move-skill value="move_skill"/>
         <build-skill value="build_skill"/>
         <buildings>
            <building name="spawning_pool"/>
            <building name="hatchery"/>
            <building name="creep_nurisher"/>   
         </buildings>
         <start-sound enabled="false"/>
         <built-sound enabled="true">
            <sound-file path="sounds/scv_work_end1.wav"/>
            <sound-file path="sounds/scv_work_end2.wav"/>
            <sound-file path="sounds/scv_work_end3.wav"/>                     
         </built-sound>   
      </command>

773
Mods / Building/Morphing.
« on: 23 March 2010, 22:28:42 »
As the title suggest, i need some help about the build command.

Now its some time ive been down into the XML's.

But i would like to when i building a building that the unit is morphing into the building, im not totally sure how i am suposed to do this.the unit need to morph to a building, but i still want to use the build menu, perhaps by doing some command hacks?.

774
General discussion / Re: Gameplay improvement.
« on: 19 March 2010, 05:46:53 »
MBS, was indeed in the XML, just checked, thank you, not exactly the way i wanted but it was suffient.

and the UI is comming along, good, then HOT-key's is still a imporant things. i did check the key bindings out, but unless i can add more keybinds myself somehow, i dindt see much usefullness in that.

(if its simple Copy paste add in the c++ code i perhaps could do it myself).

775
General discussion / Re: Gameplay improvement.
« on: 19 March 2010, 01:31:53 »
yeah, but the "A" hot-key is uselss because it also attack buildings,:/. it should only do that when path is blocked to other units.

and i just cheked, B just goes to base, No buildings have Hotkey, B and A is the only one i KNOW and i cant find others.

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