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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.

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

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

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..

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

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

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
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..

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.

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