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Re: Journeywar

Posted: 12 Dec 2010, 15:38
by PicassoCT
Win the chance to show picasso were hes gone wrong.

Code: Select all

#include <iostream>
#include <string>
#include <sstream>


// State the purpose of the program: Simple Calculator



using namespace std;

int firstvar, secondvar;
string mathsymb;
int ergebniss;

int main()
{
    cout<< " This is a simple calculator, enter the first Number:\n";
    cin >> firstvar;
    cout<< "Enter the Operator:\n";
    cin >> mathsymb;
    cout<< "Enter the second number:\n";
    cin >> secondvar;
// wip1
if (mathsymb=+);
{

 ergebniss= firstvar + secondvar ;
 cout<< "The Result is: \n";
 cout<< ergebniss;
}
if ( mathsymb=/)
    {
       ergebniss= firstvar/secondvar;
        cout<< "The Result is: \n";
        cout<< ergebniss;
            }
if (mathsymb=*)
{
    ergebniss= firstvar * secondvar;
    cout<< "The Result is: \n";
    cout<< ergebniss;
}
if (mathsymb=-)
{
    //WIP2
   ergebniss= firstvar -secondvar;
   cout<< "The Result is: \n";
        cout<< ergebniss;
}
else
cout<< "Wrong Entry: #Fatal Internal Error in Overcomplicated Desintegrated Modul 404_Bla.32.sys. You destroyed this holy shrine, enraged the machine spirits, do not even try to contact Support.\n";
cout << "Run, like you never ran beforrest. If you do it fast enough, they wont catch you for destroying unintelligent property..";




    return 0;
}
As reward you gain a view on the not-finnished gatefortress texture.
Image

No one? Well, got to troll some more, to get the critizens i adore.

Re: Journeywar

Posted: 12 Dec 2010, 16:57
by knorke
if (mathsymb=*)
for comparing must use == instead of =
"*" instead of * because you want a string

ie

if (mathsymb == "*")
or
if (mathsymb == '*')
when you use a char

Re: Journeywar

Posted: 12 Dec 2010, 18:26
by zwzsg
knorke wrote:if (mathsymb == "*")
In C, you can't compare strings like that. Because string are arrays of characters, and you can only compare the single characters. You must use strcmp (or code yourself a loop) to compare strings.
knorke wrote:if (mathsymb == '*')
when you use a char
yes. Except mathsymb wasn't declared as char.

Also, PicassoCT, do you know you don't need to know any C to mod Spring?

Re: Journeywar

Posted: 12 Dec 2010, 18:43
by knorke
yea, in C you must use strcmp but i am pretty sure == is a operator in C++'s string class. (i assume he is doing c++ because of cin and cout)
At least it has always worked for me.

cool anthill btw!

Re: Journeywar

Posted: 12 Dec 2010, 19:07
by PicassoCT
Thx for the answer, will try, standby... it works, it works, thx, thx, hurraj, it does what it does, this is fun. Like solving riddles on logicgolems that can walk and talk.

Re: Journeywar

Posted: 16 Dec 2010, 14:58
by PicassoCT
IM NOUNCING MY DESIGNDECISION!

First Thing first.
Image
This Thing is the Hive, it is a journeymanbuilding, made by bob. It is a geothermal Building, a alternative to the microintensive ViralFactory.
It spawns (nearly costfree) Waves of Units, like Antlions, Bugs, Hydras & Rhinos (Bob everywhere.), adding a Towerdefense element for the CentrAIL Players. Now, if you read carefully, you know that there are baitbuildings, who will "re"-turn this into a advantage for advanced players. Two Geos in opposite hands level each other as advantage.

The Artillery
Image
Will get a third type of ammonition. In addition to Darkmatter (Normal) and SpineSnake-Shells (TakeoverofEnemys), it gets the Headcrab Shell, able to raise corpses within range, into headcrab zombies, who attack everything on sight.
Headcrabs by Bob.
Image

The BlackGuardMTW,
Image[/URL]
gains the Ability to Combine (with support Con_Vehicles of Curse) any features on the map > 5000 hps. Thus equipped, they turn function_wise into a fortified position.

I broke the holy feature freeze, because through the cooperation with bob, we both might gain textured units (i will start texturing the headcrab). It seemed worthwile, and will certainly add more halflife to the Journeywar. Mea Maxima Culpa.

Another Designdesicion is, that for the Stridersynth(High), the Collissiondetection of the DistrictNone and some Journeymantraps, will be deactivated.


Finally, i finnished texturing the gatefortress, a Transformertrain, that rails a Stargate through wich it rolls. Was a bitch, because everything is edgy and stretchy, tex is 512 x 512
Image

After:
http://www.youtube.com/watch?v=mB025osqqHE

Before:
http://www.youtube.com/watch?v=eePGokTjM44

Stay focussed, stay tuned, thx for your attention. Coments very much appreciated.

One last Addition, the CentrAIl gains the TransitNode - a sort of slow UnitTeleporter...

Re: Journeywar

Posted: 18 Dec 2010, 16:40
by Google_Frog
I love the concept and animation of the structure that moves by feeding itself through a small wormhole. Have you done the effect for the other end of the teleporter?

Re: Journeywar

Posted: 18 Dec 2010, 17:10
by PicassoCT
You mean looping the animation backwards? :) Its easy, its cheesy, itsa me, Dirty Haxxaround.

http://www.youtube.com/watch?v=Nry01g1tbUs

Small Vid of the Transitnodes Animation (Little Cars & Trucks buzzing by) it should give the CentrailsCity a feeling of more activity

Redid some parts of the Cityblock- made it more Futuristic..
[img]
http://springrts.com/phpbb/download/fil ... ew&id=5428[/img]

You can see the old version on the left.

Re: Journeywar

Posted: 19 Dec 2010, 08:07
by Google_Frog
That's cheating!

The 'head' and the 'tail' of the city are different, the most obvious difference is that the head has that blue wall after it. If you run the animation backwards it will enter the portal tail first and leave head first which makes no sense.

Re: Journeywar

Posted: 19 Dec 2010, 10:07
by PicassoCT
Its a magic, cut that, its a nanotech, fairydust portal, that transforms colour, form and function, hell, are you trying to slap me with the realism flyswatter, google_frog? Im not doing a HL3 here, oh, well i do, but the whole RealDeal aint invalved. :)

INB4 Google Frog catches the real logic error: If a Gate is fired (and manufactured, and the train moves through the gate, then who collects gate?

Answer: Self+D

Re: Journeywar

Posted: 19 Dec 2010, 14:58
by PicassoCT
Whenever the BLACKGUARD MTW arrives and COMBINES a FEATURE on the MAP (includes the corpses of Enemy Buildings)

This is pulled around the feature, gaining the hitpoints of a fortified position and the sniper_weapon

Imagine the feature inside the orangebox.

Image

Also, related to the pms on the puddlejumperness of the gatefortress, the bug(geohive) and the g-man visible in the shroudshrike. You cant steal from so many franchises at the same time, Picasos is no argument. Im aint stealing, im getting inspired, robbing good of the intertubes always was my hero.

Re: Journeywar

Posted: 22 Dec 2010, 01:12
by Wombat
i was lurking deviantart for some neato stuff and found this http://neolight.deviantart.com/art/Buil ... me&qo=1128

thought about u immediently ;) i suggest taking look at his other concepts, top quality stuff

Re: Journeywar

Posted: 22 Dec 2010, 15:42
by PicassoCT
This issss very related to my interests...

As reward, the "Turret" of the Combined Feature

Image

There is no rule, written anywhere, that turrets have to look liek turrets

Added two turrets to the Journeys- one beeing a piece of rainforrest (jamtower)

The other beeing a fungiforrest (preventing anything from living in the closer surroundings)

Re: Journeywar

Posted: 23 Dec 2010, 10:18
by Google_Frog
ARgh!!

Turrets must look like turrets! Don't go down the path of countless wc3 TDs, it looks really really really stupid.

Re: Journeywar

Posted: 23 Dec 2010, 15:31
by PicassoCT
Why? Because guards constantly stand in positionl, and turning on the spot? This Tower would be the only Time i do this, you dont see the combmine assasine until you zoom in (the white sunshadethingy prevents this). Every other Turret is mainly CrimeContaimentCapsules or Turrets itself (Railgunlike)

Pictures of the Rainforrest (Textured)
Image
Basically a Jamtower, lowering the LOS of every Unit coming near.


and the fungiforrest (pre-coloured)
Image
Fungiforrests will look like green grasshills from the side, and like really bizarr stuff from above. They also will have a green glowing decall, and kill everything coming closer to them (journeyman or CentrAIl Units&Buildings alike)
Only Artillery and Air get this thing away again. Thx goes to wombat.

Re: Journeywar

Posted: 27 Dec 2010, 11:31
by PicassoCT
Journeyman: ConRoach
Image

Imagine this creatures coming, line after line, vannishing in constructionsites, out which even stranger creatures appear...

Re: Journeywar

Posted: 27 Dec 2010, 11:57
by PicassoCT
Undecided witch unit to texture next: Close your eyes, take the spreadsheet. Hit, first post gets to comand which unit is next on the list.

https://spreadsheets.google.com/ccc?key ... li=1#gid=1

Long List is long.

Re: Journeywar

Posted: 27 Dec 2010, 16:32
by 1v0ry_k1ng
got any screenshots of this stuff ingame yet?

Re: Journeywar

Posted: 27 Dec 2010, 20:03
by Wombat
ported - 0

seriously, i still think these dont need any texture xD

Re: Journeywar

Posted: 28 Dec 2010, 00:27
by Wombat
http://princesoul.deviantart.com/art/Fa ... ime&qo=244

i check 'game development' on deviantart every day so ill post more hopefully ;)

bottom left could be nice airplant :D