Search found 46 matches
- 26 Aug 2014, 07:59
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Re: Don't Starve!
The relabel is complete.
I found it funny.
- 26 Aug 2014, 00:11
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Re: Don't Starve!
Yes Smoth, I realize I am in the wrong, and I am addressing the issue.
- 25 Aug 2014, 00:16
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Re: Don't Starve!
Ok ok, it keeps popping up, people are like, is this the steam game? -.-
I believe I will be changing it to "Oh Don't Die" , but that's probably some @##@ing Chinese game or something.
I believe I will be changing it to "Oh Don't Die" , but that's probably some @##@ing Chinese game or something.
- 24 Aug 2014, 22:32
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Re: Don't Starve!
I've made an executive decision not to change the title after seeing only 30,000 likes on their facebook page.
lol
lol
- 24 Aug 2014, 00:03
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Re: Don't Starve!
I realized that after the fact. Excuse me for not googling it before hand.
This is the reality we face with a billion+ people on the internet.
This is the reality we face with a billion+ people on the internet.
- 23 Aug 2014, 21:47
- Forum: Off Topic Discussion
- Topic: Don't Starve!
- Replies: 15
- Views: 3752
Don't Starve!
I just spent a few solid 12 hour days on this project, Don't Starve!
Check it out.
http://kippurcatarts.com/dont-starve/
- 02 Aug 2014, 03:06
- Forum: Game Development
- Topic: Outpost [3] Development
- Replies: 34
- Views: 6211
Re: Outpost [3] Development
Here's a gif of some progress that has been made.
Was able to complete the vehicle factory and even get the door to open when units roll out!
Was able to complete the vehicle factory and even get the door to open when units roll out!
- 01 Aug 2014, 00:14
- Forum: Game Development
- Topic: Starting building spawn differs from Construction
- Replies: 12
- Views: 2005
Re: Starting building spawn differs from Construction
Spring.SetUnitDirection(unitId, x, y, z) does nothing when called under function script.Create() I simply want to force the facing direction of the building when it is constructed. EDIT: I found a way around this, aswell as the start unit's direciton is set in the game_spawn.lua startup script. Sett...
- 30 Jul 2014, 23:35
- Forum: Art & Modelling
- Topic: Cell size for 3DS max?
- Replies: 13
- Views: 2972
Re: Cell size for 3DS max?
This was the height of the commander (raw bos/cob height 2621439), but for a peewee (raw bos/cob height 1729457) it gives about 9.8 m. Just saying it isn't 9. that is the scale file I used as part of my whole scaling process for gundam. I wish I still had the images of the cars etc. http://youtu.be...
- 29 Jul 2014, 23:51
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Re: Unit being pushed by exploding objects?
Adding mass helped.
- 29 Jul 2014, 23:42
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Re: Unit being pushed by exploding objects?
Commenting it out has no effect.
There is no weapon defined anywhere for that explode as.
I'll try to find out where to add mass? I don't see that inside of the unit definition currently.
EDIT: Setting the unit's mass to 100 solved the problem. Is there any side effects to doing so?
There is no weapon defined anywhere for that explode as.
I'll try to find out where to add mass? I don't see that inside of the unit definition currently.
EDIT: Setting the unit's mass to 100 solved the problem. Is there any side effects to doing so?
- 29 Jul 2014, 23:27
- Forum: Art & Modelling
- Topic: Cell size for 3DS max?
- Replies: 13
- Views: 2972
Re: Cell size for 3DS max?
According to my observation, a single 1x1 footprint tile is 400mm @ 1mm = 1 unit.
There could be another setting skewing that, but it works for me
There could be another setting skewing that, but it works for me
- 28 Jul 2014, 00:41
- Forum: Off Topic Discussion
- Topic: Legality of making a Sequel
- Replies: 12
- Views: 1832
Re: Legality of making a Sequel
True, which is why we will add even more smoke stacks!
I'll take the resemblance theme to heart however.
I'll take the resemblance theme to heart however.
- 28 Jul 2014, 00:22
- Forum: Off Topic Discussion
- Topic: Legality of making a Sequel
- Replies: 12
- Views: 1832
Re: Legality of making a Sequel
To clarify for anyone lost in what were talking about (i forgot to mention it) we are talking about a sequel to outpost 2. We've already decided on calling it Haven: The Last Outpost We're debating on whether or not to create new factions, most likely we will. I personally want to just remake the un...
- 26 Jul 2014, 11:21
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Re: Unit being pushed by exploding objects?
I searched through the weapons, nothing.
This unit is based off a unit taken from another mod... (therefore it must have extra callouts that don't apply to this mod?)
Is "ExplodeAs" even needed? Can I just remove that line and have it explode off it's own properties?
Thanks
This unit is based off a unit taken from another mod... (therefore it must have extra callouts that don't apply to this mod?)
Is "ExplodeAs" even needed? Can I just remove that line and have it explode off it's own properties?
Thanks
- 26 Jul 2014, 10:51
- Forum: Off Topic Discussion
- Topic: Legality of making a Sequel
- Replies: 12
- Views: 1832
Legality of making a Sequel
What are the legalities of making a sequel to a game whose trademark literraly expired last month, and the original developer is long lost... And the publisher was aquired in a fashion in which those who bought it probably don't even know they own it? Is slapping the next digit of the game onto it a...
- 26 Jul 2014, 10:44
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Re: Unit being pushed by exploding objects?
All I see is...
You must excuse me being a newb ;/
Code: Select all
--Weapons and related
BadTargetCategory = "NOTAIR",
ExplodeAs = "TANKDEATH",
NoChaseCategory = "AIR",
- 26 Jul 2014, 04:11
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Re: Unit being pushed by exploding objects?
Code: Select all
impulseboost = 0,
impulsefactor = 0,
- 26 Jul 2014, 02:32
- Forum: Game Development
- Topic: Starting building spawn differs from Construction
- Replies: 12
- Views: 2005
Re: Starting building spawn differs from Construction
Besides the whole facing option you can just rotate units (buildings too if using a newer engine) freely by invoking the Spring.SetUnitDirection(unitId, x, y, z). I'm not sure if it properly sets the yardmap and if units built by that building will be properly rotated nowdays, iirc jk fixed that, b...
- 26 Jul 2014, 02:21
- Forum: Game Development
- Topic: Unit being pushed by exploding objects?
- Replies: 12
- Views: 1695
Unit being pushed by exploding objects?
http://kippurcatarts.com/wp-content/uploads/2014/07/Problem.gif Keep an eye on the circled area. I've added SFX.EXPLODE to all objects on the vehicle I am making (under function script.Killed(recentDamage, maxHealth)) and have discovered an interesting side effect. It would appear that if these obj...