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Re: Journeywar

Posted: 27 Jul 2012, 00:48
by MidKnight
The setting behind this game is going to be fascinating. :-)

Re: Journeywar

Posted: 27 Jul 2012, 00:52
by PicassoCT
I wish i had a hundred man, to tell that tale.. but instead humble me, struggling to just describe the units.
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Re: Journeywar

Posted: 27 Jul 2012, 18:04
by AF
Here's the same file with a file size an order of magnitude smaller:

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Re: Journeywar

Posted: 27 Jul 2012, 20:23
by Peet
He is using lossless compression so the image does not degrade over time.


Also I came here and the Journeywar banner was up and I Image

Re: Journeywar

Posted: 28 Jul 2012, 15:18
by AF
I know that, there's a little link to the full image and everything, it's the 2MB thumbnail I find fault with. Most of the pages in this thread are bigger downloads than the game itself

Re: Journeywar

Posted: 28 Jul 2012, 16:13
by PicassoCT
lies... my game has 125 mbs of soundfiles alone.. dont you dare entering the competition without looking at it..- oh, wait, your on a cellphone.. so you cant. Everything is forgiven!

Re: Journeywar

Posted: 28 Jul 2012, 18:47
by smoth
af likes to wildly exaggerate..

Re: Journeywar

Posted: 28 Jul 2012, 19:27
by bobthedinosaur
yeah. congrats on the banner and your current progress.

Re: Journeywar

Posted: 30 Jul 2012, 00:48
by PicassoCT
thanks alot.. nice to know im not forgotten (okay i admit it, i sometimes uploaded big pictures, just to have AFs protest-howl-posts in this thread- yes, i was desperate, no i dont regret doing it.)

this is the beefeater.. or at least, the forward part.. its complicated..
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Re: Journeywar

Posted: 31 Jul 2012, 01:20
by knorke
the middle part is made of multiple segments and snakes around?
that is pro!

Re: Journeywar

Posted: 31 Jul 2012, 01:54
by scifi
looking good :wink:

Re: Journeywar

Posted: 01 Aug 2012, 16:38
by PicassoCT
thanks.. the tongue is still some trouble though

Re: Journeywar

Posted: 01 Aug 2012, 23:54
by PicassoCT
well, i ran into a dead end today.

The Beefeater works, as far as movement, and piece respawning is concerned. The trouble starts, when it is suppossed to aim and fire.

This happens the following way: A markerweapon is fired, basically a near invisible cannon, whos only job is to hit the target, and thus make it appear to a gadget.

The Gadget spots the damage, and gets the Game Enviorment of the Unit who fired, setting off a function in which the UnitsID and the information that a target was hit is stored away.

Said arriving info, is finally processed by a While(true) do loop resulting in this:

Code: Select all

[f=0009782] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaGadgets/Gadgets/unit_script.lua"]:781: attempt to index field '?' (a nil value)
stack traceback:
	[string "LuaGadgets/Gadgets/unit_script.lua"]:781: in function 'GameFrame'
	[string "LuaGadgets/gadgets.lua"]:941: in function <[string "LuaGadgets/gadgets.lua"]:939>
	(tail call): ?
This is the function which is threaded:

Code: Select all

function hitManThread(poorFellowsID)
	likeAFreakTrainGoingNoWhere,  maxHealth,  paralyzeDamage, captureProgress,  buildProgress=Spring.GetUnitHealth(poorFellowsID)
	if Spring.ValidUnitID(poorFellowsID) ==true and likeAFreakTrainGoingNoWhere < someRandomArbitraryHPLimit then
	px,py,pz=Spring.GetUnitPosition(poorFellowsID)
	currPosX,currPosY,currPosZ=Spring.GetUnitPosition(unitID)
	distance=math.sqrt(((px-currPosX)^2) +((pz-currPosZ)^2))

			if expandTongue(distance,math.deg(pitchOfLastShot),21) == true then
			--attach the poor fellow too the tongue tip
			AttachUnit(tonguetip, poorFellowsID)

				if isInfantry(poorFellowsID) == true then
				Spring.PlaySoundFile("sounds/beafeater/beefeatersnatch.wav")
				--play sound depending upon type
					else
					--play roarsoundfile
					StartThread(timedelaySound)				
					end

			StartThread(retractTongue)
			Sleep(100)
			Turn(Head,x_axis,math.rad(-96),12)
			Turn(sayAAA,x_axis,math.rad(13),3)
			Sleep(200)
			Turn(tongue[31],x_axis,math.rad(-31),3)
			WaitForMove(tonguetip,z_axis)

			Turn(Head,x_axis,math.rad(0),8)
			Turn(sayAAA,x_axis,math.rad(0),3)
			Turn(tongue[31],x_axis,math.rad(0),3)
			DropUnit(poorFellowsID)
			Spring.DestroyUnit(poorFellowsID,false,false)
			WaitForTurn(Head,x_axis)

			--Throw head Back

			end

	else

	end

end
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Re: Journeywar

Posted: 02 Aug 2012, 14:53
by PicassoCT
picdepot

Re: Journeywar

Posted: 03 Aug 2012, 09:52
by PicassoCT
my dogzzz arrr hungrrrry
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Well as this is beyond reacht atm, got to work on the electricity again

Re: Journeywar

Posted: 04 Aug 2012, 08:18
by knorke
i see a lot of things that should be nil in any code whatsoever!
(error with line numbers but only part of script = useless)
someRandomArbitraryHPLimit needs to be importantLookingMagicNumber.

Re: Journeywar

Posted: 05 Aug 2012, 16:30
by PicassoCT
if i provide a thousand lines of script.. nobody even looks into.. if i show example.. i m the evil guy.


Eggstack..it provides the construction units of the journeymann.. also it can walk..mobile base is mobile..
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Re: Journeywar

Posted: 09 Aug 2012, 16:25
by PicassoCT
integrals.. they dont solve them selves

Re: Journeywar

Posted: 09 Aug 2012, 17:01
by Google_Frog
Not even e^x?

Re: Journeywar

Posted: 09 Aug 2012, 18:11
by PicassoCT
Note to myself: You can mess up all you want, but dont do it with math. Or at least not in public.

:P well, to hell with it. You are right googlefrog. This time. But who knows.

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