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Re: Journeywar
Posted: 25 Mar 2013, 19:14
by PicassoCT
Indeed
Work by carrepairer:..

Re: Journeywar
Posted: 02 Apr 2013, 23:27
by PicassoCT
whatever

Re: Journeywar
Posted: 17 Apr 2013, 17:59
by PicassoCT
well seems like im not having much progress atm.
Which is true. In one way. In another way, i get a lot of stuff done.
Stuff im working on at the moment:
Turmalin:

I shall get it real. Good thing is, that it is relative small and doable.
So using the sauerbraten engine, it shall be real. Comit is running right now.
Journeywar:
Level 3 Teer Units. The good things at last.
Also the swiftspear grows now , and with him the beherith.
The electricity gadget at last.
Also cubex has promised to make one of the commenders weapons.
NXT-Robot:
Another university project. Having that thing exploring its enviroment turns out to be quiet a challenge.
Re: Journeywar
Posted: 09 May 2013, 11:55
by PicassoCT
post your springmoments - before and after
not supcom yet i know

Re: Journeywar
Posted: 11 May 2013, 20:18
by PicassoCT
my message has too few characters. its weak, without backbone.
Re: Journeywar
Posted: 19 May 2013, 14:48
by PicassoCT
Re: Journeywar
Posted: 23 May 2013, 21:43
by PicassoCT
buildings dont die
weapons numbers shift and warp
well, why?
for the greater good, comrad!
fixxed it.. spring 94 is good.. nice default mapborders.. pathing is getting better..
also IDEA GUY TIME:

its simple.. you find the cliff based upon heightmap and gradients..
then you tesselate along the strongest slope..
you subtesselate
and then extrude outwards or inwards depending on random..
finall pass is texturing..
Voila ready is the AutoCliffFeature Generator
Re: Journeywar
Posted: 27 May 2013, 16:23
by PicassoCT
Aliens ate my base
ComEnder now has Ammonition and Refill Mechanism- Now to add the Stability factor- Weapons with large Kickback draw from it (steadily refills depending on how many legs you got). If you have to much kickback and nothing to hold you down on the ground, your own arsenal will send your com flying into the opposite direction, were he will end up lying on the ground, having to stand up first.
Re: Journeywar
Posted: 08 Jul 2013, 09:15
by PicassoCT
Update
well having some distance (exams) from jw development gave me some pretty ugly insight.
First:
The mobile factorys as i had made them sucked. -> So i use knorkes now instead.
Second:
The journeys need a overhaul, and they need it bad. Some stuff was done in very ressource hungry ways and should have been implemented via shaders.
Third:
Balance is needed, and does not really workout yet. It needs some testgames, and though i suck at playing, i guess i have to be the tester on this one.
Fourth:
The superweapons.. they need to be in it..
Re: Journeywar
Posted: 08 Jul 2013, 12:03
by FireStorm_
Update playable?
Got a link to most recent version?
Searched this thread and spring files (for almost a whole 2 minutes!) but only found an old Alpha.
Re: Journeywar
Posted: 09 Jul 2013, 14:36
by Blackdutchie
Bribe licho with many chocolates to do journeywar host. Then bribe players with slightly less chocolates to play lots of test games.
4: profit
Re: Journeywar
Posted: 24 Aug 2013, 16:38
by PicassoCT
Natives.. necessary for the next Minimission

Re: Journeywar
Posted: 24 Aug 2013, 17:07
by smoth
Cue village music from the movie willow
Re: Journeywar
Posted: 28 Aug 2013, 09:30
by PicassoCT
a Wild Beta appears..
http://rapidshare.com/files/3268814504/journeywar48.sdz
seems i cant get springfiles to work..
Re: Journeywar
Posted: 29 Aug 2013, 15:39
by The Yak
that rapidshare download speed is painful... use this as a mirror until you can get it on springfiles or something:
https://dl.dropboxusercontent.com/u/583 ... ywar48.sdz
Re: Journeywar
Posted: 29 Aug 2013, 17:36
by FireStorm_
After I figured out/remembered how building works in Journeywar

, I thought it could use a gadget/widget which lets your builders guard the main tower at some point. Maybe after the builder is created, or maybe scan for the nearest builder after a building-site is placed.
I'm not saying the player should relinquish control of the builders, just have them get to work by themselves in some cases. That way you wouldn't have to issue 2 commands, your base would look more alive too I guess, and the building system would be even more awesome, I think.
Also: after 4 minutes or so the game froze again (2nd game I played), and after hoping for a while it would start up again, I got a bunch of errors. Added the infolog if you're interested.
Re: Journeywar
Posted: 30 Aug 2013, 10:21
by PicassoCT
Transfered it from your version to springfiles without troubles.
@FireStorm: Excellent point- working on it.. and its allready in. Every Builderbuilding factory has a autoguard on the next citadell/beanstalk
Crahs was KAIK
Also support freesound.org
<a href='
http://www.pledgie.com/campaigns/20016'><img alt='Click here to lend your support to: Freesound campaign and make a donation at
www.pledgie.com !' src='
http://www.pledgie.com/campaigns/20016. ... ame=chrome' border='0' /></a>
Re: Journeywar
Posted: 02 Sep 2013, 21:43
by PicassoCT
I made a spacer Shanty.. was rather difficult for one of the minimission:
Spacer Shanty
HeyYo,WhatchOutThough
FoDEVAisTouchAndGO
ForceIsAlwaysMassTimesBlow
SonsOfGunsIToldUSo.
Refrain:
Cycle breaks and O3 it reekes,
just once more your surgeon creeks.
Gigwatt leaks de ionbeast,
frozzen dead floats Hydroyeast.
Bulkheadsblasts will fasten the Yaw,
we gonna be old, onceof cryo we thaw,
Slingshot by Gas Giants Eye,
Homestar bowmaiden lusts at thy.
They say that allgravgone is bad for the lad,
FokNo They SaySoo?
when Dustjacks slop drives all water to your head,
woud RollWithTheDollsOnPatrollsWereItSo, weRatherLeakAirThenBrandyHoe.
They say a raydose is wayheigh for a lad,
FokNo They SaySoo?
when tumordreadlocks diedown behind lead,
woud RollWithTheDollsOnPatrollsWereItSo, weRatherLeakAirThenBrandyHoe.
They say a lad is not truly alone,
FokNo They SaySoo?
before his oldMan hands de widdow a bone,
woud RollWithTheDollsOnPatrollsWereItSo, weRatherLeakAirThenBrandyHoe.
A Kingdom for a professional shanty choire.
Re: Journeywar
Posted: 09 Sep 2013, 00:13
by PicassoCT
Uploaded V 50
330 mb
http://rapidshare.com/files/718469216/journeywar.sdz
new stuff:
+Guardgadget - keepy your newly made builders on guard to the citadell..
+a second Mini Mission - remember the saying that every second thing you design is the most bloated of them all? This is it! (and yes, the ambassador is still a placeholder)
+The ComEnder works now.. you can upgrade it with Experiencepoints..
(some weapons and gadgets are not there yet though)
+Added the HL2 gunship temporarily as a sort of stylecomparison - and yes there is a gap..
+This is all so much slower then expected.. especially the missions are much more work then anticipated.. and they still bug out if you start spring.exe standalone.. from a storytelling point - the whole shortstories in a random order approach is kind of- challenging. You certainly cant cram hamlet into this.
Thanks to anyone who tests.. your critic and kind words keep this endavour going, improving, and one day even finnishing.
Re: Journeywar
Posted: 10 Sep 2013, 13:05
by PicassoCT
I remember when Tabula 4 was still a green valley, with endless sand along the river.
We used to play there.
