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Topic: UQM Recreation (Read 84503 times)
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JonoPorter
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Don't mess with the US.
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I was making a chart of ships that still worry me and the Dill-Rat was among the highest so I decided to do it. The Dill-Rat required quite a few changes to get the cloak to work. The entire status box disappears as well so you won’t get to know your energy while you are cloaked. The Dill-Rat “model” follows the shape of the Dill-Rat very closely but it still looks wrong. Once the Dill-Rat cloaks all tracking weapons loose lock on the Dill-Rat, but the camera still follows it. Also when the Dill-Rat fires while cloaked it rotates to face its enemy.
Here is the chart I was working on:
I just wanted to express my impression from all the latest progress in the game. many stuff is improved, I also noticed the delay of the ship selection screen after ship explosion was implemented! well done. very good job with the sounds. The sound was a pain to get working.
though, I hope you still remember that, at least in my opinion, all the timing/speed/damage parameters of the various weapons should be corrected (for instance- urquan fighters luanch rate should be faster, comet mode speed should be faster.... and so on) of coarse, these things aren't urgent. Yea, fine tuning can wait. I always disliked game makers who spent all there time balancing a game when they should be squashing bugs.
I didn't really understand why the planet is more oval-like now. could you explain it?
The planet is oval because I don’t know OpenGL very well, but I'm trying to learn.
what 's with the .ini files definitions from TW that you needed? I wonder if that's accomplished? not that I found it out myself.. I got help on the timewarp forum.
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« Last Edit: February 13, 2006, 05:20:01 am by BioSlayer »
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Deus Siddis
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"I was making a chart of ships that still worry me and the Dill-Rat was among the highest so I decided to do it. The Dill-Rat required quite a few changes to get the cloak to work. The entire status box disappears as well so you won’t get to know your energy while you are cloaked. The Dill-Rat “model” follows the shape of the Dill-Rat very closely but it still looks wrong. Once the Dill-Rat cloaks all tracking weapons loose lock on the Dill-Rat, but the camera still follows it. Also when the Dill-Rat files while cloaked it rotates to face its enemy."
I somehow have come to the conclusion that saying "Dill-Rat" brings you great happiness.
"Here is the chart I was working on:"
Wow, you've really come far. Why are you worried about the marauder, but not the broodhome?
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Miltazar
Zebranky food
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Star Control Rules!
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I just downloaded the recent version. I installed the proper .net framework but the application gives the following exception(using a just in time debugger): System.TypeInitializationException
I'm using winXP, ati x800 pro, athlon 3100+
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Miltazar
Zebranky food
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Star Control Rules!
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I just checked, 1.0.4 does work, 1.0.5 and 6 do NOT. Wierd...
-Miltazar
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JonoPorter
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Don't mess with the US.
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Unfortunately that does not tell me much other then that it happened in a static constructor and I have a few of those. I should have seen this coming. Don’t worry I have some experience debugging programs where I have no access to the machine itself.
I have just written a new version that catches the errors and displays them to screen. And lets you give me that information so I can see what is screwing up. I suspect the sound is the problems though.
http://jon.ssofti.com/screenshots/ReMasters-0.1.06-Binary-WithDebug.zip
EDIT: If you want help me debug you can send me your machines me and my P4 2.4 Ghz and 512 MB rambus. That happens to be 4 years old.
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« Last Edit: February 13, 2006, 09:08:31 am by BioSlayer »
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guesst
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Ancient Shofixti Warrior
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Forgive me if this has been covered already, but now that we're 14 pages into this thing I find combing though the past pages daunting.
So for those of me who've forgotten, what are your long term goals for this project?
(I'm resisting the urge to try to prompt certian responced from you about certian aspects I would like to see, but this is your project and I want an honest answer.)
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Miltazar
Zebranky food
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Star Control Rules!
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Oddly enough the version with debug, although a tad slow loading up, actually does work perfectly. I like the aspect of the avatar's satellites moving off when they die. However the mycon's primary weapon is suppose to die with weapon fire. I was unable to destroy the shots with the dilrats...didn't try anyone else yet.
-Miltazar
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guesst
Enlightened
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Ancient Shofixti Warrior
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Ill ignore the implication that I am dishonest in my posts.
I meant to imply nothing. I just meant that if I started asking about this-or-that it may serve to alter your answer, when my purpose was to get YOUR idea of what this project is about, not your responce to my ideas about what this project is about.
So, now that you've done that...
Why realistic physics? Is it because it's easier to program? (Don't try to fool me. I know the math behind them both.) The problem with that is SC was never about real anything. Why do you lose crew when you ship gets hit, but your hull remain unharmed. In a "real" scenario, once you start losing, chances are you gonna keep losing as your weapons /thruster /life support systems fail one by one. Why not make it so if you hit someone you do damage to both ships relative to the speed you were going. That would be more realistic.StarControl is about gameplay, not realistic models of space combat.
In other words, if you don't put gravity whip in the game I'm going to be disapointed.
Now, I noticed you had a thing where you were trying to animate the original 2-D conversation pictures, and that's fine, but if I were you I'd work on some 3-d character animations instead. FF or PR3 (don't remember which) mentioned that they liked the way the 3D characters were done in StarCon, so you can go ahead with their aprovial. However, it will be difficult on a programming level. Character animation is always a pain, but it's your decision in the end. However, I suspect that that little bit of decision wil probably wait, hu?
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