Search found 909 matches
- 17 Aug 2013, 08:55
- Forum: Conflict Terra
- Topic: Confilct Terra Online
- Replies: 2
- Views: 7237
Re: Confilct Terra Online
Hmmm is this a bot? If not, then: CT has never been even remotely popular. Truth be told it's been best at being a pet project for me, something to work on when the mood and enthusiasm strikes. I've barely thought about the game in months but I feel the urge slowly returning so I may return to worki...
- 29 May 2013, 06:53
- Forum: Game Development
- Topic: Do not end the game if player is alone (sandbox)
- Replies: 7
- Views: 2346
Re: Do not end the game if player is alone (sandbox)
I like this idea (more for testing purposes), but I can see noobies maybe expecting an opponent and then getting confused by a lack thereof.
Then again that may be a lesser evil than auto-end.
Then again that may be a lesser evil than auto-end.
- 27 Apr 2013, 21:47
- Forum: Conflict Terra
- Topic: NKG Tech Tree
- Replies: 8
- Views: 10909
Re: NKG Tech Tree
Maybe if when you clicked on a unit it would highlight all occurrences of said unit and display another graph in the sidebar. That other graph would show the unit (node) in the center and all other incoming/outgoing links to that unit (node), so one would be able to see what can build that unit, be...
- 27 Apr 2013, 09:05
- Forum: Conflict Terra
- Topic: NKG Tech Tree
- Replies: 8
- Views: 10909
Re: NKG Tech Tree
Probably but honestly that was one of the biggest hang-ups that prevented a proper tech tree for the past three years: just trying to figure out how to represent that. I feel that any possible solution could also possibly make the chart too convoluted or complex. And then you throw in things like re...
- 27 Apr 2013, 02:50
- Forum: Conflict Terra
- Topic: NKG Tech Tree
- Replies: 8
- Views: 10909
Re: NKG Tech Tree
neat. for creating such things vector graphic software is usefull too, for example Inkscape is free. The clickable links do not work though. The cursor changes "to there is a link" cursor and the "show hotspots function" highlights the pictures, but on clicking nothing happens. ...
- 25 Apr 2013, 06:54
- Forum: Conflict Terra
- Topic: NKG Tech Tree
- Replies: 8
- Views: 10909
NKG Tech Tree
Ever since CT began, I've wanted to make a tech tree, but I've had trouble both with design and execution. Finally, the two came together and the first official NKG Tech Tree is ready! NKG Tech Tree Lucid Chart is really awesome, the only problem is that the free package only allows 60 objects per d...
- 12 Apr 2013, 19:33
- Forum: Off Topic Discussion
- Topic: Went to see the Space Shuttle today :-D
- Replies: 15
- Views: 3359
Re: Went to see the Space Shuttle today :-D
I might have to make time to do that when I visit my brother next. I've never seen the shuttle up close, but I did see a launch from very far away when I was a kid once. It was just a stream of white smoke but it was still a neat experience just thinking of where that stream of smoke was going . Sou...
- 26 Mar 2013, 08:12
- Forum: Lua Scripts
- Topic: Help with Mining AI
- Replies: 4
- Views: 1664
Re: Help with Mining AI
How would I do #1?
I didn't even think of #2 but it's a good idea. Sounds way harder though, so I'm going to prioritize #1 for now.
Example please
I didn't even think of #2 but it's a good idea. Sounds way harder though, so I'm going to prioritize #1 for now.
Example please
- 26 Mar 2013, 07:55
- Forum: Lua Scripts
- Topic: Help with Mining AI
- Replies: 4
- Views: 1664
Help with Mining AI
I need to amend knorke's amazing, magical, awesome tp_mining gadget to accommodate mobile drop-off units. Currently, when a miner is filled up and wants to return to a drop-off unit, it will go to the nearest one. It seems it checks for that location as soon as it is "ready". If when the m...
- 26 Mar 2013, 06:59
- Forum: General Discussion
- Topic: Can I use this engine for a First-Person Shooter?
- Replies: 11
- Views: 5998
Re: Can I use this engine for a First-Person Shooter?
Interesting little break down of the difference. Makes sense, didn't know that most FPS predict player movement... but totally accounts for "rubber-banding"
- 24 Mar 2013, 07:57
- Forum: Game Development
- Topic: Game mod won't launch for me
- Replies: 12
- Views: 3213
Re: Game mod won't launch for me
One reason Forb is probably suggesting that is so that it could be more clear as to what the problem is. We're just looking at some infologs with a lot of information, it can be hard to figure out or even notice what the error could be. Unfortunately I don't have any real answer to your question (I ...
- 22 Mar 2013, 07:03
- Forum: Game Development
- Topic: Help with Buildscript, pretty please?
- Replies: 3
- Views: 1500
Re: Help with Buildscript, pretty please?
Besides your factory missing a yard map, the infolog reveals that the factory is trying to build a unit that doesn't exist. You're telling it to build cstrans, but the unit is called cstransport. string yardmap Default: "" Used to determine a structure from a mobile unit. A string of chara...
- 21 Mar 2013, 02:48
- Forum: Off Topic Discussion
- Topic: Favorite RTS Feature
- Replies: 37
- Views: 10566
Re: Favorite RTS Feature
Oh, those. I really don't like those
- 21 Mar 2013, 01:19
- Forum: Off Topic Discussion
- Topic: Favorite RTS Feature
- Replies: 37
- Views: 10566
Re: Favorite RTS Feature
What do you mean by arcade maps?
- 20 Mar 2013, 19:21
- Forum: Art & Modelling
- Topic: Questions on how the engine uses textures
- Replies: 11
- Views: 4431
Re: Questions on how the engine uses textures
For the various bullets, missiles, bombs, and all of that, I made one 512x512 texture and all 8 of those models use that one texture. Is this efficient, because the engine just loads one 512x512 texture for those models (which get drawn quite a bit of course, being projectiles)? yes Or, would it be...
- 20 Mar 2013, 18:33
- Forum: Off Topic Discussion
- Topic: Favorite RTS Feature
- Replies: 37
- Views: 10566
Re: Favorite RTS Feature
Nope, I mean they charge and do something. In battleforge, the juggernaut destroys buildings and the enforcer plows over enemy units. Yeah I think this is what I meant. Just didn't word it correctly. Yeah I like that too To Firestorm, nah I'm not really fishing for ideas. More of just wondering wha...
- 20 Mar 2013, 09:02
- Forum: Art & Modelling
- Topic: Questions on how the engine uses textures
- Replies: 11
- Views: 4431
Questions on how the engine uses textures
I think this is a good spot for this. If it isn't, my apologies. I was just curious on some texture issues, wanting to know the most efficient way to do some things. A good while back jK informed me of the fact that texture dimensions play a huge factor in performance. Makes sense. So I was wonderin...
- 20 Mar 2013, 08:30
- Forum: Off Topic Discussion
- Topic: Favorite RTS Feature
- Replies: 37
- Views: 10566
Re: Favorite RTS Feature
You mean units that do a little sprint and then attack when they see an enemy?
- 20 Mar 2013, 07:48
- Forum: Off Topic Discussion
- Topic: Favorite RTS Feature
- Replies: 37
- Views: 10566
Favorite RTS Feature
This is just one of those "what is your ___?" threads, hoping to draw some inspiration as I am starting planning of CT's third faction. What are your favorite RTS features? I mean like the quirky (or maybe not so quirky) things that are sort of unique to some games that helps them stand ou...
- 18 Mar 2013, 21:58
- Forum: Lua Scripts
- Topic: I haz a pixelshader (and this is a blogpost)
- Replies: 12
- Views: 4509
Re: I haz a pixelshader (and this is a blogpost)
Yay CT link.
It should be noted this widget can be a bit tough on your PC. I don't have a powerful computer by any means, but it is not a piece of junk either. I don't play with this widget due to some choppiness when there are a lot of units on screen.
Knorke I really like your example image.
It should be noted this widget can be a bit tough on your PC. I don't have a powerful computer by any means, but it is not a piece of junk either. I don't play with this widget due to some choppiness when there are a lot of units on screen.
Knorke I really like your example image.