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Re: Journeywar

Posted: 18 Nov 2012, 21:47
by PicassoCT
Heres the building the wobbly bits go in..

first the old Version:
http://imageshack.us/a/img507/7176/infi ... itlook.jpg
which looked like a walking urinal bowl (poolished man-shoes worst nightmare)

And here the new one:
Not completely textured...

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Re: Journeywar

Posted: 29 Nov 2012, 23:14
by PicassoCT
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Energy Tree.. unlike its normal Variant, this one thrives under radiation of the gama gardener. On the right you see fruits that will be dropped..

Re: Journeywar

Posted: 02 Dec 2012, 01:08
by PicassoCT
result -maybe a little to big

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Re: Journeywar

Posted: 08 Dec 2012, 18:26
by PicassoCT
Thanks goes to kloot for fixxing the transport invisibility bug

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Re: Journeywar

Posted: 09 Dec 2012, 22:09
by PicassoCT
this is the fungiforrest- lethal to journeyman and centrail troops alike. Those who enter, get infected, and worser, can infect comrades outside of the fungis range. So you split up, and run, untill all those who have been infected are dead and left behind. Or you are foolish, and take your troops home.. infecting your base.

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Re: Journeywar

Posted: 10 Dec 2012, 17:53
by klapmongool
PicassoCT wrote:this is the fungiforrest- lethal to journeyman and centrail troops alike. Those who enter, get infected, and worser, can infect comrades outside of the fungis range. So you split up, and run, untill all those who have been infected are dead and left behind. Or you are foolish, and take your troops home.. infecting your base.

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Can they infect enemies as well?

Re: Journeywar

Posted: 10 Dec 2012, 18:14
by PicassoCT
yes.. and even worser.. the infection isnt instantly obvious- a group carrying the infection can get quite far, although it has to leave behind groupmember from time to time..

Its quite a dangerous thing forcing you to take radical measurements to stop it spreading (quarantines, selfdestruction, sacrifing of units to stop carriers). As every omnipotent thing, it should balancewise have a handle so that the oponent can steer destiny around.

Also it can be killed with anythig with some range. Kloot made this possible, fixing the transport hiding bug. So applause goes to him.

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Hornetdefensetower, as described som 40 pages earlier..

Re: Journeywar

Posted: 20 Dec 2012, 22:54
by PicassoCT
Imortal - and even if he dies, repspawns from some butterflys.

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Re: Journeywar

Posted: 24 Dec 2012, 19:29
by PicassoCT
Anybody havnig advice on how to set up the gadget handler of zero-k, so that it runs the dbprofiler.lua?

Re: Journeywar

Posted: 26 Dec 2012, 10:49
by PicassoCT
Well, i was sitting there, watching another "Your allyteam has lost the game stat screen" and it hit me. This is no way to tell a "the story continus moment".. so i came up with something neat.

If you win - or loose, there is a way to give the player a nice view on what the outcome is- basically "timescapes" - for the centrail - this means, the map is rapidly "grown over with city".. and for the journeys this means, they leave, never caring for that round rock in the first place, while the camera is sinking to the ground, grown over..

So i worked on a "grow over the camera GL effect" and this bumped out
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So in the end i ll have some of this (Shoop)
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Re: Journeywar

Posted: 27 Dec 2012, 01:02
by PicassoCT
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Anybody having some advice on how to draw more elegant treebranches?

Re: Journeywar

Posted: 27 Dec 2012, 02:14
by smoth
cheat, use models. OR use quads with tree branch textures that fade where they would connect to the parent branch?

Re: Journeywar

Posted: 28 Dec 2012, 09:49
by MidKnight
If you wanna go hardcore, you could use noise and thresholds to create fairly good-looking bark textures. combined with smoth's second method, you could do this completely procedurally.

Re: Journeywar

Posted: 31 Dec 2012, 00:29
by PicassoCT
RazorDrone-

Basically a SubUnit spawned by the factoryAddon of the ComEnder
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That thing has work for years inside of it.. and it might be a lot easier, i i get to understand smoths drag and drop weaponscode.If and only if i can modify it that way, that weapons can be activated and deactivated with exp-points.

Re: Journeywar

Posted: 31 Dec 2012, 05:31
by zwzsg
If you win - or loose, there is a way to give the player a nice view on what the outcome is- basically "timescapes" - for the centrail - this means, the map is rapidly "grown over"
That reminds me of my

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Want code?

Re: Journeywar

Posted: 31 Dec 2012, 09:56
by PicassoCT
Do want

Re: Journeywar

Posted: 31 Dec 2012, 15:21
by zwzsg
Here is the gadget: ColorWars.lua

At line 24 you must set BuildTestUnit to a unit that belongs to your mod. This is what the gadget use to check if a place is free. The unit will not be built, but it must be 2x2 and have the max slope that you want for the gadget.

As seen on line 383, it uses the texture bitmaps/kpsfx/GreyBlock.png for the cubes it draws.

To test it, either add a modoption with key "colorwars" of type "number", or simply type /cheat /cw 0:1

During the block expansion phase, there's a new display list created for each iteration of the border, and I keep a list of all those displaylists, so that drawing the whole thing is done with a for loop over that list of display lists, so that the drawing is as light on the CPU/GPU as I could make it when there's a mapfull to draw.

You will want to change:
- The texture, obviously
- The 3D model of each block, which is in the for loop in the function PartialBlocksVertices
- The condition to trigger the growth, which is the transition from Phase = 0 to Phase = 1 in the GameFrame callin
- ...

Re: Journeywar

Posted: 05 Jan 2013, 19:37
by PicassoCT
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Re: Journeywar

Posted: 05 Jan 2013, 23:26
by Cubex
Wow picasso your code is not tidy but your artwork is so good and natural feeling, good work

Re: Journeywar

Posted: 06 Jan 2013, 22:43
by PicassoCT
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Grenadelaucher launches Grenades.

First Level Normal Grenades.
Second Level Magnetic Grenades (Draw Units near, before Explosion)
Third Level Nuklear Warheads.

Pro: Indirect Weapon, lots of Damage.
Con: Uses lots of Ammo, so you better be near your citadell for refill or have the ammofactory build to your comEnder. Too much of the recoil can tip you over, rendering you helpless if you dont invest into more legs before that

Other ComEnder Weapons:
Shotgun (3 Lvls, first two Projectiles, last one using wreckage and units to fire)
Rockets (Guided, Unguided)
SunburstMG(3)
Scooperfield(3) (Basically gashes with fields into Enemys)
Entangleray(3) Connects Units of the same Kind damagewise
Eaters(3) Rip Pieces out of your enemys, feeding repairmechanisms.
Cannon(3) (Develops into SniperRifle at Level 3)

Any non-conventional weapons suggestions are welcome.