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by b1ind
26 Jul 2005, 01:03
Forum: Map Creation
Topic: New map format
Replies: 85
Views: 6079

Wow, that is certainly pretty spiffy.
by b1ind
25 Jul 2005, 17:50
Forum: Engine
Topic: Small Client Upgrade ideas.
Replies: 9
Views: 1196

What about something like openAL?
by b1ind
25 Jul 2005, 17:44
Forum: Map Creation
Topic: New map format
Replies: 85
Views: 6079

I was wondering if an additional layer could be added as a sort of movement cost overlay. Say a map maker wanted to have paved roads on their map, it would be neat to have it so that units benefitted from the more suitable terrain. Anyway, this would be a pretty unimportant change.
by b1ind
21 Jul 2005, 17:47
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 5420

Seems to me that if such a hack would be necessary for something so crucial to an ai as extractor positioning, then there must be a flaw in the global ai interface. Wouldn't it be fairly trivial to add a method to retrieve a 'mapinfo' object (no idea what the actual class is). Then you could get the...
by b1ind
21 Jul 2005, 17:16
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 5420

Although I don't fully understand the need for it, you could always compare the MD5 hashs.
by b1ind
15 Jul 2005, 20:13
Forum: Engine
Topic: Minor requests for the next release
Replies: 32
Views: 2220

OT:
Another WoT fan here :D
by b1ind
07 Jul 2005, 18:30
Forum: General Discussion
Topic: Target Selection, a GOOD idea
Replies: 19
Views: 965

No, I'm asking for neither. Fine, perhaps command queuing, but I am not asking you to implement it, nor am I volunteering to do the work. I'm simply offering a path of lesser resistance to a feature that I think has a lot of merit. I don't know what your fixation is with groupAI's Alantai, but as fa...
by b1ind
07 Jul 2005, 17:16
Forum: General Discussion
Topic: Target Selection, a GOOD idea
Replies: 19
Views: 965

Zoombie's idea seems to be very similar to the idea of macros in other contexts. The delayed order could just be a 'recording' of clicks/orders to be instantly played back at a later time. For the moment, it might be simpler to have the 'macros' global, ie, not specific to a group. This might make t...
by b1ind
13 Jun 2005, 19:34
Forum: Engine
Topic: Hot key for spreading troops
Replies: 18
Views: 1399

This idea and a host of others could be implemented through ' autonomous steering behaviors '. For example, it would be trivial to adjust the avoidance coefficient in a flocking behavior (well suited for aircraft) to cause aircraft to separate themselves. But as easy as it is to say this, I'm not su...
by b1ind
10 May 2005, 08:44
Forum: Engine
Topic: Any additions to "Host Battle" dialog
Replies: 50
Views: 4537

Thats a nice dialog, but you'd have to be crazy to play with max units = 100! ;-) I suggest that you take advantage of the empty space to put a listbox listing disabled/limited units if any. I'm not sure what the 'Test' button does, but it might be nice to have a way to preview the generated script....
by b1ind
06 May 2005, 22:34
Forum: Engine
Topic: Movement cost overlays
Replies: 10
Views: 1234

I just realized a problem with my idea of creating a single path for group movement. The problem is that of determining an origin. If you click CTL-A for example (all units) and tell them to move to point B, they will all start from very different locations. How would you even get units to the path?...
by b1ind
06 May 2005, 19:23
Forum: Engine
Topic: Movement cost overlays
Replies: 10
Views: 1234

I'm currently just refreshing myself on A*. This page seems to be a very good resource. If anyone else is interested in our discussion, please take a look at that page.

edit: fixed the bbcode just for Alantai
by b1ind
05 May 2005, 22:39
Forum: Engine
Topic: Movement cost overlays
Replies: 10
Views: 1234

I think that the pathfinding efficiency could be dramatically increased if you were to implement per unit 'behaviors'. That way, a group movement command could be implemented as a single path (per unit movement ability). Units would then be given a steering behavior to follow that path. Maybe the pa...
by b1ind
05 May 2005, 22:10
Forum: Engine
Topic: Movement cost overlays
Replies: 10
Views: 1234

Movement cost overlays

Since it seems that the pathfinding works based on A* and cost values related to the map's slope, I propose that we implement a system of overlays for the costs. Suppose I wanted units to avoid a certain valley, I could hilight the valley with some shortcut key and it would create an overlay, increa...
by b1ind
05 May 2005, 22:03
Forum: General Discussion
Topic: Group movement and other stuf...
Replies: 14
Views: 1291

Gabba, looks like an A* algorithm. There path costs that are calculated for every new map seem to give that away. If you look hard, there is a list of visited(by pathfinder) squares and other such things giving away the algorithm.
by b1ind
27 Apr 2005, 21:33
Forum: General Discussion
Topic: Source Code Forum Request
Replies: 7
Views: 959

This is my version info: Microsoft Visual C++ .NET 69586-335-0000007-18908. I don't think that I ever installed SP2 for VS.NET.
by b1ind
27 Apr 2005, 20:21
Forum: General Discussion
Topic: Source Code Forum Request
Replies: 7
Views: 959

I compiled it successfully with VS.NET in Release Mode. (Havn't tried the generated .exe yet though)
by b1ind
27 Apr 2005, 20:16
Forum: Engine
Topic: Caydr's yardmap request
Replies: 2
Views: 521

Caydr's yardmap request

Having read Caydr's request for new yardmap flags , I have been going through the code to determine what would need to be done in order to accommodate this. Firstly, there is CUnitHandler::TestBuildSquare() which reads from CReadMap::groundBlockingObjectsMap through CReadMap::GroundBlocked(). CReadM...
by b1ind
27 Apr 2005, 18:41
Forum: General Discussion
Topic: Source Code Forum Request
Replies: 7
Views: 959

Thanks JeeZ!
by b1ind
27 Apr 2005, 09:55
Forum: General Discussion
Topic: "Is tunneling possible?"
Replies: 6
Views: 1102

Hehe, I only realized his intentions after posting, so I added the last 'paragraph'. On the same line, where is fun of burying opponents a la Scorched Earth? I think we need a couple new weapons, namely the riot bombs and sandhogs! Also, with the new terrain, rollers and napalm would add interesting...

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