Journeywar - Page 61

Journeywar

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

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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT » 05 Mar 2017, 14:44

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.
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vertex.c
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fragment.c
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 26 Mar 2017, 20:18

add vance minions
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 05 Apr 2017, 23:05

[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?
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 28 Apr 2017, 00:37

Springcleanup/ found old unposted versions of the spring lobbylogo
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 28 Apr 2017, 09:56

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
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 29 Jun 2017, 23:59

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?
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 14 Jul 2017, 11:29

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.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 25 Aug 2017, 00:58

Image


Demobattle
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 24 Sep 2017, 21:26

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

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azaremoth
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Re: Journeywar

Post by azaremoth » 24 Sep 2017, 21:56

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
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 25 Sep 2017, 07:50

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.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 26 Oct 2017, 19:51

Post for free host.. Parasitic pica is parasitic
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 27 Oct 2017, 20:38

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.
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ThinkSome
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Re: Journeywar

Post by ThinkSome » 16 Dec 2017, 11:37

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.
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ThinkSome
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Re: Journeywar

Post by ThinkSome » 17 Dec 2017, 22:50

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.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 30 Dec 2017, 01:12

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?
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 01 Jan 2018, 23:24

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
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 17 Jan 2018, 22:37

Cauterizer Gattling Drone-
Replaces autospawned buildings by centrail geovent

Image

Baitbuildings are under review- concept of a insurance scam was to alien.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 03 Feb 2018, 15:30

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..
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 22 Feb 2018, 19:30

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 ?
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