Search found 75 matches
- 13 Jan 2008, 08:12
- Forum: Argh's Projects
- Topic: P.U.R.E. 0.55
- Replies: 1273
- Views: 208609
Re: P.U.R.E. 0.55
Not necessarily. If you're looking for a design which couples functionality with extreme simplicity then the helicopter is the way to go. Afterall, 100 years after the invention of the aeroplane, despite the fact that the technology has increased exponentially beyond what anybody could even begin t...
- 13 Jan 2008, 07:14
- Forum: Help & Bugs
- Topic: Lua-induced texture garbling?
- Replies: 0
- Views: 5131
Lua-induced texture garbling?
If I run any heavy Lua interface stuff (like the CA interface or IceUI), it seems various textures get replaced/swapped or something. A texture that looks like a simple bitmap font table will often wind up on some part of the map surface (or in my example shot, covering the ENTIRE map), or very ofte...
- 04 Jan 2007, 05:22
- Forum: Game Development
- Topic: TA:X mod in progress (slow progress)
- Replies: 61
- Views: 12386
- 13 Nov 2006, 21:27
- Forum: Game Development
- Topic: What MOD would you want but never make yourself?
- Replies: 36
- Views: 4118
- 10 Nov 2006, 18:24
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
- 10 Nov 2006, 03:37
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
But most if not all mods won't use it, meaning a lot of dev time spent basically doing nothing, and that my friends, is never a good thing. I support the tag on the basis that it seems like a very easy thing to implement. Am I wrong about this? It seems vastly easier than implementing the explosion...
Does sound easy. Perhaps paste the taunts in a config-file compatible format below, and we can paste them into our AIs. This is a good idea, but I think you're putting it in the wrong place. If it's in the AI, it will act inappropriately if the mod being played is of a considerably different charac...
- 10 Nov 2006, 01:09
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
We could have Units with Lights, and when they look (or even Fire Lasers at the Pannels) you get Energy - and if you would have a gun, that uses all Energy available for shooting one big energyburst out on the pannel - and so on and so on.. we could save all our energy Problems. :wink: I'll assume ...
- 10 Nov 2006, 00:42
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
- 08 Nov 2006, 20:31
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
http://news.softpedia.com/news/A-Solar-Panel-that-Works-at-Night-25159.shtml Here an article that backs AF up somewhat, though this cell would produce more energy during the day. It's just an increase in efficiency over current methods. The fact remains that production is entirely dependent on the ...
- 08 Nov 2006, 19:45
- Forum: Map Creation
- Topic: Solar energy
- Replies: 56
- Views: 7830
There are solar panels currently that can operate in total darkness. For example, there're solar panels that run off of infrared background radiation that generate more energy than conventional solar cells and run at night time too. So I think the arm and core can develop night time solar panels in...
- 08 Nov 2006, 18:10
- Forum: AI
- Topic: auto-destruct/surrender/quit
- Replies: 16
- Views: 3150
your algorithm seems fine save for 1 big flaw: if ( hittable (detectedEnemyUnits )) The AI interface doesnt provide such a high level function so you need to do more pseudocode to figure out how this function will be implemented. Like I said, I don't know what can be done or how difficult it is. Ch...
- 08 Nov 2006, 18:01
- Forum: Game Releases
- Topic: Absolute Annihilation 2.23
- Replies: 1326
- Views: 185557
- 08 Nov 2006, 02:29
- Forum: AI
- Topic: auto-destruct/surrender/quit
- Replies: 16
- Views: 3150
Arco could you restructure that from prose into pseudocode? I find it much easier to visualize an algorithm in pseudocode than a large block of prose... You asked for it. This presents the algorithm as a boolean function returning true if the AI should self-D and returning false otherwise. It shoul...
- 07 Nov 2006, 16:58
- Forum: AI
- Topic: auto-destruct/surrender/quit
- Replies: 16
- Views: 3150
As always write out the algorithm in pseudocode so we can all ellaborate on it untill it's sufficiently detailed to transfer into code. I'm not sure how the whole AI loop works, so it's more like a list of checks than pseudocode. 1. First off, see if there is at least one builder (unit or factory)....
- 07 Nov 2006, 16:16
- Forum: Game Development
- Topic: Builders helping error
- Replies: 5
- Views: 1004
Re: Builders helping error
When i have a builder guarding another builder, whenever the guarded starts a new building, the guarders start building, stop building right after, and start building once again, this final time permanently... I wonder, i don't remember this in older versions. Is this a new bug? Or is it just buged...
- 07 Nov 2006, 01:32
- Forum: AI
- Topic: auto-destruct/surrender/quit
- Replies: 16
- Views: 3150
That wouldnt be fun for the player though I disagree. First off, this would of course be optional, so anyone that did think it ruined their fun could turn it off. However, I enjoy playing against the AI, I love blowing stuff up all over the place, and ensuring my complete victory. What I don't like...
- 03 Nov 2006, 15:39
- Forum: AI
- Topic: Using dialog boxes in an AI???
- Replies: 19
- Views: 2606
- 02 Nov 2006, 05:43
- Forum: Art & Modelling
- Topic: High-Poly Model Competition (Anything)
- Replies: 109
- Views: 19999
- 31 Oct 2006, 17:08
- Forum: Feature Requests
- Topic: Missile Behavior (general rant... er, request)
- Replies: 13
- Views: 2019