Game - Engines of War - Page 3

Game - Engines of War

Flexible tactical mechanized warfare of the future, spearheaded by role-differentiated Engines Of War!

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1v0ry_k1ng
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Re: Game - Engines of War

Post by 1v0ry_k1ng » 19 Jan 2010, 19:12

is pathing around both equally terrible?
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smoth
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Re: Game - Engines of War

Post by smoth » 19 Jan 2010, 19:25

if by that you mean units going retarded and getting hung up yes. sometimes worse on units.
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 19 Jan 2010, 21:09

Well can I put things on the deck if it is a feature? Like Planes, helos, etc?
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smoth
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Re: Game - Engines of War

Post by smoth » 19 Jan 2010, 21:31

you could probably do some sort of attachment code.
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 19 Jan 2010, 21:57

lua wise, or engine code?
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smoth
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Re: Game - Engines of War

Post by smoth » 19 Jan 2010, 22:03

not sure. I have not played with "loading" features.. talk to car about that
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PicassoCT
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Re: Game - Engines of War

Post by PicassoCT » 29 Jan 2010, 20:42

Map.jpg
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 29 Jan 2010, 22:02

Nice. Now we just need to add all toppings.
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PicassoCT
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Re: Game - Engines of War

Post by PicassoCT » 31 Jan 2010, 16:50

skybox
Attachments
skycubeEOW-Test.jpg
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 31 Jan 2010, 17:33

Very nice sky box. Can I add some details to the sky scrapers?

Something like:
Image
Last edited by bobthedinosaur on 31 Jan 2010, 17:47, edited 2 times in total.
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smoth
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Re: Game - Engines of War

Post by smoth » 31 Jan 2010, 17:34

needs more project status updates..
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 31 Jan 2010, 17:48

Smoth we have a moddb we update more frequently: http://www.moddb.com/games/engines-of-war
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SeanHeron
Engines Of War Developer
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Re: Game - Engines of War

Post by SeanHeron » 31 Jan 2010, 17:54

If there's someone to hear them, happily :). Was reluctant to copy the advertisements I write on Moddb here, and lazy I guess to write up new ones...

Well to paraphrase - our team has a new member or two (yaay ! We're happy to further expand the team now, if people are wondering :P ), and Alter-Heide in particular has been contributing loads of Lua side stuff (more than I have over the past week). Midknight has been setting us up with AO bakes for the Engine (from what I caught - that kinda runs past me).
Bob just commited a shitload of stuff yesterday as well - need to check that out myself, but it's definitely the 4th Engine. Edit: oops, I got a bit befuddled :/. I'm still impressed though !! (hmm, should add screenie of the shiny new Fire Support Engine ... for the reading lazy :P)

Game is not yet playable atm, but I started chiselling out a rough throwtogether yesterday - so that we can see if we're pretty much agreed on the gameplay setup, and see what might be problem areas. Will definitely need fixing up proper later on.

And of course, the map ("Busan") by Picasso should be an obvious ;) - kudos to him, the first draft version is ready for our use.
Last edited by SeanHeron on 31 Jan 2010, 22:16, edited 2 times in total.
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PicassoCT
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Re: Game - Engines of War

Post by PicassoCT » 31 Jan 2010, 20:06

betta.jpg
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MidKnight
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Re: Game - Engines of War

Post by MidKnight » 31 Jan 2010, 20:22

PicassoCT wrote:
betta.jpg
3 things:
1: Betta? ImageBetta!
2: Is there a Picasso Glass Company, too?
3: I see texture stretching, and windows where there should be none. IMO, either gove the skyscrapers proper UVmaps and textures, or just revert to the old, window-less skybox.

EDIT: Sorry, I forgot to mention that this is pretty awesome and to keep up the good work. :-)
Last edited by MidKnight on 31 Jan 2010, 20:56, edited 1 time in total.
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smoth
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Re: Game - Engines of War

Post by smoth » 31 Jan 2010, 20:40

did any of my lua help?
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SeanHeron
Engines Of War Developer
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Re: Game - Engines of War

Post by SeanHeron » 31 Jan 2010, 20:43

I personally wouldn't give the Skybox too much love atm - as the only way I can see ourselves having a good looking solution to the edge of map problem is not allowing camera angles/ positions that show it. Which automatically means that you're not going to see the skybox either... But I guess as you've told me in a similiar matter Picasso, there are reflections on units.. (and on water as well, I reckon). I'm probably just playing with too low settings :P.

That nonewithstanding, nice job on the skybox, btw!

Edit: @ Smoth: I'm afraid I've still not given all of it a thorough spin/ look yet :/. We're still working mostly on the very basics code wise (ie largely on leveling up / the Engine-upgrade system), and unless I've had a bad oversight, there wasn't anything in that vein in what you'd passed on (but now that I'm saying this, perhaps I should have a better look...).
I reckon I'll be having a decent look at it when the Levelsystem is in a semi-working state.
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smoth
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Re: Game - Engines of War

Post by smoth » 31 Jan 2010, 20:49

Cool.
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SeanHeron
Engines Of War Developer
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Re: Game - Engines of War

Post by SeanHeron » 31 Jan 2010, 20:50

Edit: sorry - stuff got confused.
I appreciate the patience Smoth :).
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bobthedinosaur
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Re: Game - Engines of War

Post by bobthedinosaur » 31 Jan 2010, 23:02

Can maps have a defined mod specific areas? IE: we can define using some map features when things will be placed, so all of the maps for the game can have a compatible setup that looks for these features.
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