Forum Replies Created
-
AuthorPosts
-
Chessking
ParticipantMy EOC 2-D thruster system is already the same as yours, except for a few things. I can’t add as many thrusters as I want, and I can’t change the force of thrusters of the same type. The engine thruster has its own section to store its attributes, including how to draw it. The air thrusters only store the positions, and are all treated the same way. The AI handles the ship the same way the player does, by manipulating which thrusters are on and when. I also do not use a force system tied to each thruster. The force is applied to the ship, and then the thrusters that should create that force are drawn. I plan on modifying my system so I can add more thrusters.
He’s dead, Jim.
You couldn’t have said it better. 😆
Regarding my textures, they will get blurry if you zoom in enough. The file I uploaded is 1000×1000*11/8.5 (100×1295) resolution, designed to fill an 8.5×11″ page. I can generate textures of any size for you, so yes, there is an advantage.
In fact, here is a 5000×5000 pixel starfield for you. Still less than 100 lines of code, and completely procedural. I could not attach it because of its large file size, but here is a Dropbox link.
https://www.dropbox.com/s/0vku47ncex7q2sg/Ultimate%20Starfield%20Gradient.png?dl=0
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant– The armor situation reminds me of the MMO tank games “World of Tanks” and “War Thunder”. World of Tanks has seperate armor values for the front, sides, and rear of the tank. War Thunder has separate armor thicknesses for each plate of armor. As a result, shot placement in War Thunder is much more strategic than in World of Tanks.
– I suggest adding the force-applying system, but hacking it to apply the same forces as usual. Part of I-War’s style is strafing around a target while shooting at it, and a proper force system would make your ship maneuver terribly, upsetting this feature. If we add new ships, we could design them with engine thrusters in the the front and sides, so that they would maneuver properly even with realistic thrust values.
–Besides, who said he’d be in the Badlands?
According to Torn Stars, a failed jump will either destroy your ship, or leave you stranded somewhere in between with heavy damage. I don’t think he could survive being infected by aliens 200 lightyears from the nearest living person, in a damaged ship with no supplies. I think it is best to leave him be, as the original developers likely intended.
-The Space Engine skyboxes look good, but I don’t know if you could make skyboxes to match the original style of the game. Each system in the Badlands has a distinct color to it. I suggest implementing the Space Engine skybox first, while I improve my generators until you are satisfied with the results. Also, I have an idea about how Space Engine skyboxes work. The algorithm I used to place metal slabs on the Biobomber can be modified to produce seeds for each stars. These seeds can be run through some algorithms to produce the size, color, and type of star. And in Space Engine, it would also generate the position number of planets, atmosphere type, etc. This would allow you to fly to each star in the sky.
Remember when I deleted all my data that one time? And had to rewrite EOC 2-D? Well, I also deleted the generators I had been using to produce images with algorithms. Just yesterday, though, before I found your post, I re-wrote it to be even better. The old generators were a muddy gray of messed up code and inefficient processes. This one is a crisp white color. Attached is the output of the generator, totaling less than 100 lines of code. The algorithm for the orange part is
return abs(tan(map(sin(map(tan(seed), 0, 5, 0, 255)*sin(1)-asin(1))*x/y, 0, 1, 0, 255)));
The algorithm for the blue portion isreturn tan((seed*sin(x+4000))*(seed*sin(y)));
I didn’t hear about Limit Theory until 2015.
Yay! Schmatzler! It has been a while since you posted.
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
Participant– The armor situation reminds me of the MMO tank games “World of Tanks” and “War Thunder”. World of Tanks has seperate armor values for the front, sides, and rear of the tank. War Thunder has separate armor thicknesses for each plate of armor. As a result, shot placement in War Thunder is much more strategic than in World of Tanks.
– I suggest adding the force-applying system, but hacking it to apply the same forces as usual. Part of I-War’s style is strafing around a target while shooting at it, and a proper force system would make your ship maneuver terribly, upsetting this feature. If we add new ships, we could design them with engine thrusters in the the front and sides, so that they would maneuver properly even with realistic thrust values.
–Besides, who said he’d be in the Badlands?
According to Torn Stars, a failed jump will either destroy your ship, or leave you stranded somewhere in between with heavy damage. I don’t think he could survive being infected by aliens 200 lightyears from the nearest living person, in a damaged ship with no supplies. I think it is best to leave him be, as the original developers likely intended.
-The Space Engine skyboxes look good, but I don’t know if you could make skyboxes to match the original style of the game. Each system in the Badlands has a distinct color to it. I suggest implementing the Space Engine skybox first, while I improve my generators until you are satisfied with the results. Also, I have an idea about how Space Engine skyboxes work. The algorithm I used to place metal slabs on the Biobomber can be modified to produce seeds for each stars. These seeds can be run through some algorithms to produce the size, color, and type of star. And in Space Engine, it would also generate the position number of planets, atmosphere type, etc. This would allow you to fly to each star in the sky.
Remember when I deleted all my data that one time? And had to rewrite EOC 2-D? Well, I also deleted the generators I had been using to produce images with algorithms. Just yesterday, though, before I found your post, I re-wrote it to be even better. The old generators were a muddy gray of messed up code and inefficient processes. This one is a crisp white color. Attached is the output of the generator, totaling less than 100 lines of code. The algorithm for the orange part is
return abs(tan(map(sin(map(tan(seed), 0, 5, 0, 255)*sin(1)-asin(1))*x/y, 0, 1, 0, 255)));
The algorithm for the blue portion isreturn tan((seed*sin(x+4000))*(seed*sin(y)));
I didn’t hear about Limit Theory until 2015.
Yay! Schmatzler! It has been a while since you posted.
Attachments:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantYahoo!
-armor. In I-War 1, the entire hull acts as one piece, and has its own health bar. It acts as the actual damage level, while subsystem damage merely affects performance. I think this would change, although it would be difficult. A ship without a hull wouldn’t be space-worthy, so perhaps some armor pieces are more important than others, and destroying the more important armor pieces on an enemy ship could eliminate it. I suggest making the game with a “dynamic hull” in mind, but not implementing it until more important things are out of the way.
-thrusters. Good question. A force-applying system would certainly be more realistic, but like you said, how would that affect other ships? However, after implementing realistic collisions, a force-based thruster system would be quite easy to add.
-Regarding Caleb Maas: Personally, I too am disappointed when characters who were supposed to be dead are brought back into the story. Besides. [spoiler]Maas was infected by the aliens. If he doesn’t die right away, the Badlands cluster will be infected, and the entire fight against the aliens would have been pointless.[/spoiler] Pretty soon (Maybe even tomorrow) I plan on starting a discussion about what would happen after the end of the story. Perhaps we can search for some other options then.
-Walking on ships. The physics and camera movements for FPS games are much simpler than those for space simulators. I think this is a must for this expansion to be a drastic and exiting improvement over the last game. For a long time I have dreamed about being able to walk through Lucretia’s base, crawl down the UDC into my Storm Petrel, and take a seat at the pilots chair. Also, I doubt you would have to render both the insides and the outsides of a ship at the same time, so they would not have to match up perfectly. Because of this, building the interior models for the ships could be the easiest job for other non-coders to help out.
-Planetary Landings. I would be perfectly content with either walking on ships or planetary landings. You could put off one or the other until later.
I think you should aim for an improvement rather than a replication of the vanilla game. After all, this is nearly the only hope for the continuation for the series.
Also, I would really like to see the ability to command other ships added to the game, adding an RTS side to the game. It would allow you to advance in rank beyond Ship Captain.
Please, please, please say you need some backgrounds generated for the game! I am ready! If you want help with anything else, let me know. In the meantime, I guess I had better re-install Unity.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantYahoo!
-armor. In I-War 1, the entire hull acts as one piece, and has its own health bar. It acts as the actual damage level, while subsystem damage merely affects performance. I think this would change, although it would be difficult. A ship without a hull wouldn’t be space-worthy, so perhaps some armor pieces are more important than others, and destroying the more important armor pieces on an enemy ship could eliminate it. I suggest making the game with a “dynamic hull” in mind, but not implementing it until more important things are out of the way.
-thrusters. Good question. A force-applying system would certainly be more realistic, but like you said, how would that affect other ships? However, after implementing realistic collisions, a force-based thruster system would be quite easy to add.
-Regarding Caleb Maas: Personally, I too am disappointed when characters who were supposed to be dead are brought back into the story. Besides. [spoiler]Maas was infected by the aliens. If he doesn’t die right away, the Badlands cluster will be infected, and the entire fight against the aliens would have been pointless.[/spoiler] Pretty soon (Maybe even tomorrow) I plan on starting a discussion about what would happen after the end of the story. Perhaps we can search for some other options then.
-Walking on ships. The physics and camera movements for FPS games are much simpler than those for space simulators. I think this is a must for this expansion to be a drastic and exiting improvement over the last game. For a long time I have dreamed about being able to walk through Lucretia’s base, crawl down the UDC into my Storm Petrel, and take a seat at the pilots chair. Also, I doubt you would have to render both the insides and the outsides of a ship at the same time, so they would not have to match up perfectly. Because of this, building the interior models for the ships could be the easiest job for other non-coders to help out.
-Planetary Landings. I would be perfectly content with either walking on ships or planetary landings. You could put off one or the other until later.
I think you should aim for an improvement rather than a replication of the vanilla game. After all, this is nearly the only hope for the continuation for the series.
Also, I would really like to see the ability to command other ships added to the game, adding an RTS side to the game. It would allow you to advance in rank beyond Ship Captain.
Please, please, please say you need some backgrounds generated for the game! I am ready! If you want help with anything else, let me know. In the meantime, I guess I had better re-install Unity.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantGood!
No problem.
Have fun!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantGood!
No problem.
Have fun!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantWell, I have one more suggestion. On your notebook, make sure you are running the game in compatibility mode for xp or vista. It may be working on your desktop because it is the game’s native operating system.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantWell, I have one more suggestion. On your notebook, make sure you are running the game in compatibility mode for xp or vista. It may be working on your desktop because it is the game’s native operating system.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantHello!
Do you currently have the joystick configuration or the keyboard configuration activated? You can check at options–>controls–>change control style, or something like that. There will be a “Default” and “Keyboard_only” options. Default is the joystick option.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantHello!
Do you currently have the joystick configuration or the keyboard configuration activated? You can check at options–>controls–>change control style, or something like that. There will be a “Default” and “Keyboard_only” options. Default is the joystick option.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI-War 1 went on sale on GOG again about a week ago, for the same 75% off, and this time I bought it. So now I own all of the I-War games and their expansion packs. Someday soon, I will have played through them all.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI-War 1 went on sale on GOG again about a week ago, for the same 75% off, and this time I bought it. So now I own all of the I-War games and their expansion packs. Someday soon, I will have played through them all.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantWindward looks pretty cool.
I have no plans for Star Citizen. It looks really good, but also really expensive. I am waiting for Limit Theory to come out. This game fuels my programmer side as much as my gamer side. :cheer:
I have to pick and choose the games I play. I don’t want to get sucked up into too many.
Definitely. I have more games than I could ever play already. 😛
Shares of Hazeron costs $10 per month, which adds up to $120 per year. It s far more expensive then most games, and is not even considered a “finished” game.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantWindward looks pretty cool.
I have no plans for Star Citizen. It looks really good, but also really expensive. I am waiting for Limit Theory to come out. This game fuels my programmer side as much as my gamer side. :cheer:
I have to pick and choose the games I play. I don’t want to get sucked up into too many.
Definitely. I have more games than I could ever play already. 😛
Shares of Hazeron costs $10 per month, which adds up to $120 per year. It s far more expensive then most games, and is not even considered a “finished” game.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
-
AuthorPosts