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Topic: UQM Recreation (Read 85934 times)
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JonoPorter
Enlightened
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Don't mess with the US.
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I know she’s not much to look at but the logic is there and fully functional.
I mostly continued with the re-factoring of the code. So that is why it didn’t do something more complex.
meep-eep your arguments have swayed me. I’ll leave the events in. I will have to somehow enforce strict discipline when it comes to what registers with the events though.
Now I need to go to bed so I can get some homework done in the morning.
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Draxas
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Lateral movement is working & everything? I must say, you never cease to amaze; it's one thing to take weeks or months to get it perfect, and quite another to get complex behaviors like these done in less than a day.
*Applauds*
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NamelessPlayer
*Many bubbles*
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Lateral movement is working & everything? I must say, you never cease to amaze; it's one thing to take weeks or months to get it perfect, and quite another to get complex behaviors like these done in less than a day.
*Applauds*
*bows* Thanks. I always appreciate words of encouragement. Sorry no ship of the day today. I instead continued with the re-factoring and recoding of certain things. Today I pulled all the logic out of the weapons and put it in a class called WeaponsLogic. Then I replaced the InstantExplosion class with that one that implemented… Well I did a LOT. What I was going into detail about was that now because of theses changes a lot of redundant code was moved into a generic class and gives the ability to change something in one place and have it affect everything that uses it. The end result is I can now accurately do the Mycon’s primary weapon. I believe that was the last major hurdle to the design, before I believe I can do everything for super melee minus the hyperspace effects and the pkunks hallelujah effect (just the effect not the re-spawning). Also I’ve started messing around with SDL. And I’m thinking the first thing ill do with SDL is transferring all the controls over to it. Then I’m thinking about trying to add some sound. I forgot to mention last night that I managed to make it so the ship selection screen is delayed by a little bit, so you can watch the ships blow up. Wow. That's a lot of progress. You're making my anticipation for the finished product come even closer to my anticipation of the release of TESIV: Oblivion and my acquiration of a PC to run the game with all of the bells and whistles at a silky-smooth framerate, as well as the hope that I get Xbox Live in the near future.
Okay, so there was quite a bit of OT stuff in there-needless to say, the point is that the final product is bound to blow us all away(as well as give a good starting base for my Repulsor game I detailed a few pages back).
Oh, and when't the next release? I wish that you'd get that SVN server of yours up and running again, this time with a link for UQRM...
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JonoPorter
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Don't mess with the US.
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There is a new Release for you all to download. If you visit this site you can get it. The Ur-Quan ReMasters
Maybe ya guys miss understood me. Because very few People have downloaded it.
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TiLT
*Smell* controller
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To boldly go where no Spathi has dared go before
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I'm happy just reading about your project for now, but I'm definitely going to download this when it's more complete. I'm awed by the speed at which you're progressing, and will be very very impressed if you manage to keep it up.
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aguesst
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Now, just a quick question about your graphics. Right now it looks like you have flat polygon shapes to define your clipping plane. Are you going to lay a higher resolution 3d model or are you just planning on using a flat 2-d bitmapping to your clipping plane? Or, and this would be even cooler, are you planning on using some sort of normal mapped flat graphic. That way it would look (mostly) like a really high res graphic with responce to dynamic lights and all, but at a fraction of the cost. The only places that would get sloppy is at the edge of your screen where the perspective wouldn't respond exactly correct, but other than that it'd be cool
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TiLT
*Smell* controller
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Whoa, normal mapping is a tall order for a game where most of the screen is black. Space games have traditionally been able to push more polygons because of the very nature of the scenery, so coding a normal mapper would be more work than it's worth.
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JonoPorter
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Yep I managed to get it to run on Linux. Do you know what caused the most problems other then the unofficial nature of windows forms in mono? The fact that there is no easy to use installer for SDL.Net on Linux. I had to comment out a lot of automatically generated code that seems to do nothing. I works for the most part except for a few glaring problems with winforms, but the computer I tested it on has issues.
I also rewrote the timer and it seams to be working a lot better, then the old version.
Halleck is right about the polygons as placeholders.
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