I would do it, but as of now, I am needed to code the lobby together. =)
I think its paramount to this project's moral that I continue to work full steam ahead on the lobby. When I finish we will see what happens.
Search found 348 matches
- 24 Jul 2005, 03:04
- Forum: Engine
- Topic: The Linux port needs a new lead developer
- Replies: 10
- Views: 2371
- 24 Jul 2005, 02:51
- Forum: General Discussion
- Topic: Situation Critical
- Replies: 49
- Views: 5066
- 23 Jul 2005, 23:09
- Forum: Art & Modelling
- Topic: Remove the Sperm
- Replies: 139
- Views: 20057
- 19 Jul 2005, 23:08
- Forum: Engine
- Topic: Port forwarding and SIP
- Replies: 17
- Views: 3092
I think coryrc is the one more involved with the networking side of things. This still wouldn't solve the original poster's problem; however, it's still a good idea. I'll look into it. Yes, I like the idea of UPnP because it makes everything so easy. People don't have to know how to configure route...
- 16 Jul 2005, 16:21
- Forum: Engine
- Topic: New lobby communication implementation
- Replies: 19
- Views: 2694
- 11 Jul 2005, 17:25
- Forum: General Discussion
- Topic: Do you even play this game?
- Replies: 26
- Views: 3088
Wow that's much better, why isn't that the default mode? Very good question.... If the devs changed a few things around in spring (just the defaults), people would be able to get into it easier (and thats the truth). Currently, I believe a lot of people try it but just give up because of stuff like...
- 10 Jul 2005, 15:14
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
- 10 Jul 2005, 04:43
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
Python is entirely interpreted though. Such slowness is expected if you have to parse all of the tokens again when you load the program up again. When using compiled python files (which python now uses by default now), you get quite a performance boost. Lua is still a better choice for game scriptin...
- 09 Jul 2005, 02:22
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
No, we're talking about at least a dozen different textures ranging from 8x8 to 64x64, most are not solid colored, and many are the logo images (which only have the team color on the emblem itself)... That sucks.... :? So the logos are built into the colors? That seems like a waste of resources or ...
- 09 Jul 2005, 02:00
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
Yes colors arent just colors they are entirely different textures so you would have to create something to fix textures on the fly also if you want that to work. Are we talking about 1x1 textures here? Its not hard to make those on the fly. Just make a bitmap in memory with 1 pixel of the value tha...
- 08 Jul 2005, 22:07
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
Ace07, if you are going to let people choose colors, make sure that colors are required to be a certain amount different from each other. Otherwise, player one will choose 000000 (black) and player 2 can choose 010101 (also black). I don't want to have to get out a color calibrator to tell who's ta...
- 08 Jul 2005, 20:09
- Forum: General Discussion
- Topic: Who is doing what
- Replies: 6
- Views: 861
- 08 Jul 2005, 20:02
- Forum: Engine
- Topic: New options in game start file
- Replies: 14
- Views: 1759
While you are at it, you should allow support for more than just 8 player colors. (I was thinking you should support 256^3 colors) I really want to allow people to customize their colors in the new lobby....so this option would be pretty nice. Thats the only thing I am worried about right now...that...
- 07 Jul 2005, 07:09
- Forum: General Discussion
- Topic: multiple monitors, early ideas
- Replies: 19
- Views: 1879
Re: multiple monitors, early ideas
Lets just put it this way: The game is very far into its development. Implimenting what you want now would be like switching the game from an RTS to an FPS after you coded the rendering engine. You just don't do that... Not to sound mean or anything. I am just being realistic. It would have been eas...
- 06 Jul 2005, 17:37
- Forum: Engine
- Topic: New lobby communication implementation
- Replies: 19
- Views: 2694
Speaking of that, you are talking about the battleroom communication and not the lobby now right? Not sure if the terms are clear, but what I mean with battleroom is the dialog where a player hosting a game exchanges settings and chats with the other players before launching. And the lobby is the c...
- 06 Jul 2005, 17:33
- Forum: Engine
- Topic: New lobby client "framework" is done
- Replies: 74
- Views: 10532