Chessking

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Viewing 15 posts - 436 through 450 (of 782 total)
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  • in reply to: New to I-War2 and No Idea What I am DOING! #17290
    Chessking
    Participant

    Do you have the UniGUI mod installed?
    http://www.i-war2.com/downloads/download/14-unassociated-mods/115-zzunigui


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: New to I-War2 and No Idea What I am DOING! #18344
    Chessking
    Participant

    The controls for Torn Stars are different than those for EOC. It seems the problem is that Torn Stars does not automatically swap the two control configurations. If this is true, you will have to swap these manually. In the Torn Stars ZIP download, their is a “configs” folder. This has several config files for different control styles. Move these three files into the configs file under the main game directory. Then, in the game, use the “Options” button on the main menu to switch to the desired configuration.

    Another possibility is that the files are installed, but they aren’t selected in the options menu. Let me know if this fixes the problem, or if you need more help.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: New to I-War2 and No Idea What I am DOING! #17286
    Chessking
    Participant

    The controls for Torn Stars are different than those for EOC. It seems the problem is that Torn Stars does not automatically swap the two control configurations. If this is true, you will have to swap these manually. In the Torn Stars ZIP download, their is a “configs” folder. This has several config files for different control styles. Move these three files into the configs file under the main game directory. Then, in the game, use the “Options” button on the main menu to switch to the desired configuration.

    Another possibility is that the files are installed, but they aren’t selected in the options menu. Let me know if this fixes the problem, or if you need more help.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #17284
    Chessking
    Participant

    Too late, my base is destroyed. At this point I don’t see much reason to keep playing.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #18342
    Chessking
    Participant

    Too late, my base is destroyed. At this point I don’t see much reason to keep playing.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #18340
    Chessking
    Participant

    Just head to Dagda Prime through Firefrost. The Oman is currently outside repairing himself, since he was on the verge of being destroyed. I’ll do my best to support as a repair ship, and hopefully we can fend him off. Also, if you shoot and destroy me, you will get points and I can get back into a fighting ship. (I chose the repair ship since the situation seemed hopeless, and I wanted to fully experience the game.)


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #17282
    Chessking
    Participant

    Just head to Dagda Prime through Firefrost. The Oman is currently outside repairing himself, since he was on the verge of being destroyed. I’ll do my best to support as a repair ship, and hopefully we can fend him off. Also, if you shoot and destroy me, you will get points and I can get back into a fighting ship. (I chose the repair ship since the situation seemed hopeless, and I wanted to fully experience the game.)


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #17277
    Chessking
    Participant

    Our base is about to be destroyed. However, we may be able to recover with a little added firepower. I am currently in a repair ship, so I can’t help with that.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Edge Of Chaos Online #18333
    Chessking
    Participant

    Our base is about to be destroyed. However, we may be able to recover with a little added firepower. I am currently in a repair ship, so I can’t help with that.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #17275
    Chessking
    Participant

    I have completed a model in Blender, minus UVs and texturing. I haven’t imported it to Unity yet, but would really like to import it to EOC. I haven’t found a way to import as a .lws yet, though. For comparison, I have attached an image of my model (a spaceship of course).

    I am trying to enter a competition about the science of the future, and my submission will be on Procedural Content Generation. I have been working hard the last few days building rendering engines for 2d textures. I have not been using Perlin noise in these engines. I have not yet figured out how to create a non-repeating, but always shifting texture, the way Ken Perlin did (although I still have some untested ideas). Here‘s a page written by Mr. Perlin that I need to study more. My largest inspiration for Procedural Content Generation has been Limit Theory.

    Attachments:
    • screen1.png

    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #18330
    Chessking
    Participant

    I have completed a model in Blender, minus UVs and texturing. I haven’t imported it to Unity yet, but would really like to import it to EOC. I haven’t found a way to import as a .lws yet, though. For comparison, I have attached an image of my model (a spaceship of course).

    I am trying to enter a competition about the science of the future, and my submission will be on Procedural Content Generation. I have been working hard the last few days building rendering engines for 2d textures. I have not been using Perlin noise in these engines. I have not yet figured out how to create a non-repeating, but always shifting texture, the way Ken Perlin did (although I still have some untested ideas). Here‘s a page written by Mr. Perlin that I need to study more. My largest inspiration for Procedural Content Generation has been Limit Theory.

    Attachments:
    • screen1.png

    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #18325
    Chessking
    Participant

    I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #17269
    Chessking
    Participant

    I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #17265
    Chessking
    Participant

    Perhaps hou could make the textures themselves 3d, the way 3d Perlin noise is used to texture 3d objects? Picture the texture having the same shape as the object, so it can slip right over the model. Implementing this in Unity might be hard, though.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: IronDuke’s Space Game #18320
    Chessking
    Participant

    Perhaps hou could make the textures themselves 3d, the way 3d Perlin noise is used to texture 3d objects? Picture the texture having the same shape as the object, so it can slip right over the model. Implementing this in Unity might be hard, though.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

Viewing 15 posts - 436 through 450 (of 782 total)