Journeywar - Page 61

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

Moderators: Moderators, Content Developer

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

You might remember the flamepainter shader i was working on and off the last two years. Well im stuck there.

Conceptdrawing:
Image

Turns out mapping a Gradient to a rectangular with seemless stretching is tough..

I get a error:

Code: Select all

0(831) : error C5025: lvalue in array access too complex
0(831) : error C1068: ... or possible array index out of bounds
0(831) : error C5025: lvalue in array access too complex
0(831) : error C1068: ... or possible array index out of bounds
0(831) : error C5025: lvalue in array access too complex
0(831) : error C1068: ... or possible array index out of bounds
So what do you do, if you are stuck and cant get on on your own? Sit luck mother duck on the code waiting for a miracle? No. Share it and hope that somebody else gets further.

So in the attachments you can find how far i got. If you remove the functions mapping the gradient to the vertex, you get a rotating spiral.

In this function, the distorted rectacngular is mapped to a default Square (0,0)(1,0)(1,1),(0,1) to determinate the colour of each pixel. The approach is derived from the case 2 of this paper, an is basically a gradual remapping per pixel:
http://graphics.cs.cmu.edu/courses/15-4 ... s/proj.pdf

The error is produced by the functions calculating the determinant of the mapping matrice, that has to be inverted. Any advice is welcome.
If somebody needs it , i can post the shaderMonkey Projectfile.
Attachments
syscall.jpg
(4.73 MiB) Not downloaded yet
vertex.c
(798 Bytes) Downloaded 17 times
fragment.c
(24.46 KiB) Downloaded 17 times
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

add vance minions
Attachments
screen00080.jpg
(399.06 KiB) Not downloaded yet
screen00111.jpg
(287.75 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

[f=0125285] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::Killed, [Internal Lua error: Call failure] [No traceback returned]
[f=0125388] Error: LuaRules::RunCallIn: error = 2, RecvFromSynced, [Internal Lua error: Call failure] [string "LuaGadgets/actions.lua"]:247: attempt to call local 'func' (a nil value)
Anyone a idea what those errors mean?
Attachments
dissapointer.png
(157.36 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Springcleanup/ found old unposted versions of the spring lobbylogo
Attachments
logo2.jpg
(147.07 KiB) Not downloaded yet
logo3.jpg
(240.51 KiB) Not downloaded yet
logo1.jpg
(178.69 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Just another Logo to keep the spring lobby logo thread strong and alive.
Fucking with everyone by creative means - brought to you by pica.

Image
Attachments
reduced.jpg
(160.04 KiB) Not downloaded yet
logo4.jpg
(341.47 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

The Swiftspear should show now a violently diffrent behaviour. Basically- once he spots a target for one-sided love and understanding, he fling himself towards it, like spiderman on a string of fast drying semen. Once the Object of Adoration has ben caught, the swiftspear retracts the string and returns to its launch point, where some wild humping and muffled sounds of UN(UnitedNation)happiness can be heard. The subject of love and understanding is then released, stunned and hidden, with orders to complete and carrying the seed of future generations of love inside.

In the djungle, every day, is a day of love. So soldiers, tanks and actually anything moving- back to back saves lives.
Is that soap on the djungle floor?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

I have reread the "the Colonel" short story from Peter Watts over the last few days.

http://www.tor.com/2014/07/29/the-colonel-peter-watts/

Its brilliant, and it contains a interesting concept i want to exploit for a rts game. This beeing that a hivemind is tensteps ahead of a normal players. As both factions in game can assemble enough intelligence locally (Journeys a real HiveMind), CentrA.I.l (AI-Nodes) both can clearly outsmart one another.

How does that look ingame? You attach infantry to a building, buying per infantry unit 100 milliseconds of accelerated conciousness. Once you activate the ability you gain this time in slowMotion, while the connected Nodes burn out at the same time.

Any faction with a similar assembly can keep up - and continue to issue orders in "slowMotion", while other factions without such a assembly are unable to give orders during that time.

This means one new building for each side. And it will be interesting, as it means macrosacrifices to recive the ability for short- godlike micro.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Image


Demobattle
Attachments
screen00102.jpg
(219.58 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

My body is chrome, my blood is gasoline. My laptop is potato.

Image
Attachments
screen00057.png
(1.74 MiB) Not downloaded yet
User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Journeywar

Post by azaremoth »

As much as I like the concept of procedural units, they should obey to standard physics a little. Thus I vote for more wheels! The cars somehow remind of Brütal Legend. :-D
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Oh, the wheels are not aligned yet.. meaning as part of the final process the generated car is rotated until all wheel pieces touch the ground.
Same aproach as with the varyfoos..

More trouble are the gun turrets. They need to be blued to free slots, on top of the unit- preferable on the outside and preferable not intersect.
Algorithmically challenged.

Still.. this will be so awesome on dessert maps.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Post for free host.. Parasitic pica is parasitic
Attachments
screen00127.jpg
(604.12 KiB) Not downloaded yet
screen00126.jpg
(532.86 KiB) Not downloaded yet
screen00128.jpg
(411.92 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Im collecting thoughts for the ground troopers mind. You will be able to read them in the descriptions.

Rain from above.. Rain from the side.. Rsin from below.. What a hellhole.
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: Journeywar

Post by ThinkSome »

It took me a good 20 minutes yesterday to figure out how to build units as centrail. I also managed to gather a group of 30 or so guards and 3 snipers and sent those away to journeyman RAI. But they were just slaughtered without firing a single bullet. They completely ignored the enemy while some orange stuff was being thrown at them, making them disappear.
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: Journeywar

Post by ThinkSome »

To further clarify, at least 10 minutes was spent trying to move UI elements such that they don't overlap each other. This was possible for all but that triangle reclaim/load/drop/... menu.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Thanks goes to all the test-gamers last night:
Jal
Buumi
Code_Man
Thinksome
CatImperator

Thank you for the feedback and advice. Could someone upload the replay?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Version 122 is now in the repository.

Changes:
Anti Matter Projectors now show a no Energy sign
Deactivated the annyoing WIP GUI
Editet the Unit Descriptions and added Short Descriptions <>
Could not reproduce the hivewulf not targetted problem
Lots of other bugs
Added mor storage space to mainbuildings
JHiveWulf is currently under repair
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Cauterizer Gattling Drone-
Replaces autospawned buildings by centrail geovent

Image

Baitbuildings are under review- concept of a insurance scam was to alien.
Attachments
scramjetGattlingDrone.jpg
(34.6 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Only in Journeywar do copters spiral out of controll while still under construction. Quality entertainment .
Not.
Image
In other news, journeywar has a mem-leak.
http://paste.springfiles.com/view/4dce95dc#L115

Bring out your dev..
Attachments
screen00177.jpg
(209.84 KiB) Not downloaded yet
screen00169.jpg
(317.51 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Advisors extracting information from a enemy..

Image
Image

BrainGrub going for Zombiebrainz- the irony it sucks..



Image

Nibblin on the Freeman. If there is cheese in the Brain- is it Gordon Bleu ?
Attachments
screen00184.jpg
(254.23 KiB) Not downloaded yet
screen00182.jpg
(168.41 KiB) Not downloaded yet
screen00181.jpg
(195.97 KiB) Not downloaded yet
Post Reply

Return to “Journeywar”