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by camo
29 Dec 2011, 14:45
Forum: Game Development
Topic: a sollution to the volume problem
Replies: 23
Views: 2827

Re: a solution to the volume problem

It is of course possible to create a project without specialization. But theres not just the 0 or 1-way. If two people join and one is some percent better in one field than the other, he should take it. Time is the most precious resource of all – specialization begins on a small scale with small dif...
by camo
28 Dec 2011, 16:11
Forum: Game Development
Topic: a sollution to the volume problem
Replies: 23
Views: 2827

Re: a solution to the volume problem

I disagree on the entry-level concept. Its about personal skills and interests rather than a ladder to climb. That's why work is split between different teams / people in development and that's also why I buy my food instead of growing it outside. A full game needs people from all different fields o...
by camo
28 Dec 2011, 12:46
Forum: Game Development
Topic: a sollution to the volume problem
Replies: 23
Views: 2827

Re: a sollution to the volume problem

There are 2.5 typical classes of problems: technical and personal. The technical part is constantly bettering (New Spring is not running here due to shitty hardware so can't tell about the last 2 versions). The latter appears to be a revival of the discussions popping up every some months ever since...
by camo
26 Jul 2011, 19:45
Forum: General Discussion
Topic: Synchronous RTS Engines and a Tale of Desyncs
Replies: 21
Views: 4185

Re: Synchronous RTS Engines and a Tale of Desyncs

So far I assumed the clients act autonomous to process their frames. Sending an order to do so actually makes more sense. Now the concept seems to be clear to me.
Thanks for the explanation :-)
by camo
24 Jul 2011, 22:44
Forum: General Discussion
Topic: Synchronous RTS Engines and a Tale of Desyncs
Replies: 21
Views: 4185

Re: Synchronous RTS Engines and a Tale of Desyncs

Oh, nice article. Since I understood the basic concept of the spring-sim, i have been wondering, when and how to decide in which synced-frame to place the input. :roll: "The exact number of SimTicks into the future to execute a command can be dynamically determined based on the peer-to-peer top...
by camo
16 Jul 2011, 00:26
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Re: Nounce now, name later

An update after returning from a long journey and some development afterwards: New resources: Okay, it was more than 1 line to perfectly integrate it, but now I have an own resource-system, followed by a bunch of modoptions. Metal can still be used if desired and both "my" resources and/or...
by camo
01 Jun 2011, 15:30
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1719905

Re: Random WIP

[...] Maybe you could layer multiple images to actually show off what components a unit is made. ie like http://wwwcdn.net/ev/assets/images/thumbs/afbig/tank-silhouette-clip-art.jpg (turret, chasis and body would be different layers on top of each other) Now we have a unit with more than a weapon. ...
by camo
01 Jun 2011, 15:21
Forum: Game Development
Topic: Sending Console Message
Replies: 16
Views: 5447

Re: Sending Console Message

http://springrts.com/wiki/LuaCallinReturn AddConsoleLine() --> "msg, priority" i.e. write a widget:AddConsoleLine(msg, priority) Chat-Messages are a string in the form: <NAME> MESSAGE So you have the playername, check if it's from an enemy and start action. The highest detailed answer for ...
by camo
31 May 2011, 22:00
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1719905

Re: Random WIP

So i would split this up for different aspects of the gui. 1) Basic commands. Move, Fight, etc. I thought of not showing most of them at all or maybe make it an extra widget, which can be disabled. I mean, as a nub you select units, send them by rightclick on ground or rightclick on enemy units to a...
by camo
31 May 2011, 20:56
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Re: Nounce now, name later

Now thats some information. I had/have no real clue how maps work, so my assumption was I have to modify the maps or ask the mapper to include special data. Now, that I browsed the source I get the idea and could implement it. Since the resourceamount is only read once in 1 LOC, injecting a variety ...
by camo
30 May 2011, 15:38
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Re: Nounce now, name later

Are you doing the modular system via transports? Yep. Transport and usefull configuration / gadgetry to make it really work. looks interessting! i like that you seem to make new original lua instead of making pretty models and then going all " omgomg what scripts can i c&p " [...] if ...
by camo
30 May 2011, 11:43
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1719905

Re: Random WIP

needs to be more distinctive in colours - imagine mr. nub searching the button in the heat of battle. Yeah, a lot of pictures were black-white and i just ran a colourize over them to make them look at least a bit more... colourfull. (Real reason: The script failed for b/w-images) Are colors really ...
by camo
29 May 2011, 21:50
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1719905

Re: Random WIP

Custom GUI, using ingame-screenshots or nice pictures and an automated script to make them uniform.
Menu2
Menu2
side_menu.png (69.45 KiB) Viewed 2016 times
Menu1
Menu1
bottom_menu.png (63.03 KiB) Viewed 2016 times
Background is SuperSpeedMetal, not GUI :roll:
by camo
29 May 2011, 21:41
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Re: Nounce now, name later

Besides the things mentioned on page 1, the game has a custom Case-Sensitive-Gui now. I got the chance to try the module-system with multiple weapons the first time and it worked. There is an unit-internal communication inplace, so all weapons automatically attack the same target, if in range etc. (...
by camo
28 May 2011, 19:53
Forum: Game Development
Topic: How to get rid of default-controls?
Replies: 2
Views: 788

Re: How to get rid of default-controls?

Yep, that did it! I added it to the resbar-remove-widget in the Initialize-Part (works). The crucial point was to add the handler=true (whatever it means) as suggested by you. Thanks to the keyword I also found this , which looks like there is already a dummyhandler (But without the last table-entry...
by camo
28 May 2011, 12:38
Forum: Game Development
Topic: How to get rid of default-controls?
Replies: 2
Views: 788

How to get rid of default-controls?

Hi! Since my project won't use any of the typical *A-Stuff, i need to get rid of all the remains of it in the GUI. From what I found, I managed to remove the resbar and write my own tool-tip-function, but not the commandmenu. I wrote my own Menus with OGL-Functions (see attached) but the original me...
by camo
25 May 2011, 22:14
Forum: Zero-K
Topic: Hello Google Frog (Terraform-Error)
Replies: 1
Views: 1527

Hello Google Frog (Terraform-Error)

Crashed for almost everyone:

[f=0010734] Terraform:
[f=0010734] Attempted to remove nil terraform ID
[f=0010734] Error Tpye 4
[f=0010734] Tell Google Frog

Infolog attached. Need more?


Regards,
camo
by camo
09 Apr 2011, 20:01
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Re: Nounce now, name later

Since most people have the urge to talk about bars over units instead of the game itself: I have a modified bar-widget and since i already wrote a lot of gadgets, know how to change it as well. So if there will be ammo, there will obviously be an indicator for it. Be it bar or something else. Resear...
by camo
08 Apr 2011, 23:48
Forum: Game Development
Topic: Nounce now, name later
Replies: 30
Views: 5688

Nounce now, name later

Hi there! I'm on a project since beginning of last year and wanted to present some major concepts since it reached a somewhat mature state. I'm mainly writing code and just creating a model every now and then, so theres few fancy stuff to see. I'd rather have some opinions/experiences on the general...
by camo
24 Mar 2011, 16:47
Forum: Help & Bugs
Topic: System freeze for all games after experimenting with Chilli
Replies: 11
Views: 1340

Re: System freeze for all games after experimenting with Chilli

Your problem has absolute nothing to do with chili. It isn't even loaded! You enabled something in your (spring) settings that is incompatible with your graphics drivers! PS: You are running an Intel GPU under linux -> you got MesaGL + a few hw optimizations = crap. So you have to deactivate all (e...

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