IronDuke

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Viewing 15 posts - 436 through 450 (of 564 total)
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  • in reply to: Project Simerge. Dead or in cold storage? #17502
    IronDuke
    Participant

    [quote=”7upMan” post=20029]Kidding about being crazy or about being a good pilot? ;-)[/quote]
    Being crazy, you silly person you! 😆

    BTW thanks for the link Chessking; that should be helpful, if I don’t go into information overload… 😛

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #18604
    IronDuke
    Participant

    Not likely… Good sleeping hours, my mom’s mouthwatering foods – not the nasty canned carbs you get at the store – as well as only two days a week actually on the computer. Parental control… 😐

    But the real clincher is that I am already COMPLETELY CRAZY! :S 👿 Only someone who is completely NUTS can possibly be such a good pilot. :whistle:
    [spoiler]Unfortunately, I’m kidding. 😉 [/spoiler]

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #17496
    IronDuke
    Participant

    Not likely… Good sleeping hours, my mom’s mouthwatering foods – not the nasty canned carbs you get at the store – as well as only two days a week actually on the computer. Parental control… 😐

    But the real clincher is that I am already COMPLETELY CRAZY! :S 👿 Only someone who is completely NUTS can possibly be such a good pilot. :whistle:
    [spoiler]Unfortunately, I’m kidding. 😉 [/spoiler]

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #17492
    IronDuke
    Participant

    So apparently it’s all in C++. :pinch: I only know C# and pog, so figuring out simerge could take years.
    CHALLENGE ACCEPTED!! 👿
    Although someone who actually knows C++ could probably do it in much less time.

    There’s also a whole lot of dll files – I don’t know yet whether there’s any way to get the source for those. I haven’t had much opportunity to dig the files yet. (I did get a 100% on my math test, so maybe it’s not a terrible thing that studying keeps me from working on spacey awesomeness. 😆 )

    That and I’ve been very busy fixing the stuff that broke when I updated Unity from 5.2 to 5.3. Took me DAYS to sort it all out, and there’s still one thing twitching its eye at me.

    –IronDuke

    P.S. I know, I said “next week” I’d take a look at Simerge. I guess I have worse scheduling/ability-to-predict-timing than Josh Parnell. :blush:


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #18600
    IronDuke
    Participant

    So apparently it’s all in C++. :pinch: I only know C# and pog, so figuring out simerge could take years.
    CHALLENGE ACCEPTED!! 👿
    Although someone who actually knows C++ could probably do it in much less time.

    There’s also a whole lot of dll files – I don’t know yet whether there’s any way to get the source for those. I haven’t had much opportunity to dig the files yet. (I did get a 100% on my math test, so maybe it’s not a terrible thing that studying keeps me from working on spacey awesomeness. 😆 )

    That and I’ve been very busy fixing the stuff that broke when I updated Unity from 5.2 to 5.3. Took me DAYS to sort it all out, and there’s still one thing twitching its eye at me.

    –IronDuke

    P.S. I know, I said “next week” I’d take a look at Simerge. I guess I have worse scheduling/ability-to-predict-timing than Josh Parnell. :blush:


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #18586
    IronDuke
    Participant

    [quote=”AdmiralZeratul” post=20014]Very exciting indeed! It reminds me a bit of Rodina, a more recent title. Hopefully, IronDuke will be able to salvage the Simerge project. It’s always a shame when promising projects die.

    Although, it’s worth noting that most ships in-universe aren’t equipped for atmospheric reentry.[/quote]
    It will definitely take quite a while, since I would have to figure out his style of coding to best understand the way he was doing things – he may not have even used a programming language I know, so that hurdle might be there as well.
    But I have a habit of swinging punches at whatever seems too big for me, so I’ll probably work on it until either it’s finished or Christ comes again. (Funny, I said that about my space game too…) :silly:
    By the way, there’s more than one way to enter an atmosphere. You don’t always have to smack it at 15,000 mph or anything. The EoC ships can accelerate at two dozen Gs, so you could bring yourself to a halt above the atmosphere, then slowly drop in like an elevator with thrusters. I think SpaceX is working ondoing something like that with their “Grasshopper” rocket.
    Also, if anything can be learned from E: D Horizons, there’s a lot of planets without atmospheres, moons in particular.


    @Thovian

    You’re welcome! Although I’m still unsure of what you mean by “hand over your skype.”

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #17479
    IronDuke
    Participant

    [quote=”AdmiralZeratul” post=20014]Very exciting indeed! It reminds me a bit of Rodina, a more recent title. Hopefully, IronDuke will be able to salvage the Simerge project. It’s always a shame when promising projects die.

    Although, it’s worth noting that most ships in-universe aren’t equipped for atmospheric reentry.[/quote]
    It will definitely take quite a while, since I would have to figure out his style of coding to best understand the way he was doing things – he may not have even used a programming language I know, so that hurdle might be there as well.
    But I have a habit of swinging punches at whatever seems too big for me, so I’ll probably work on it until either it’s finished or Christ comes again. (Funny, I said that about my space game too…) :silly:
    By the way, there’s more than one way to enter an atmosphere. You don’t always have to smack it at 15,000 mph or anything. The EoC ships can accelerate at two dozen Gs, so you could bring yourself to a halt above the atmosphere, then slowly drop in like an elevator with thrusters. I think SpaceX is working ondoing something like that with their “Grasshopper” rocket.
    Also, if anything can be learned from E: D Horizons, there’s a lot of planets without atmospheres, moons in particular.


    @Thovian

    You’re welcome! Although I’m still unsure of what you mean by “hand over your skype.”

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #17471
    IronDuke
    Participant

    Yep, much code. Hopefully that’s the right stuff. I’ll give it a look next week. 🙂

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #18578
    IronDuke
    Participant

    Yep, much code. Hopefully that’s the right stuff. I’ll give it a look next week. 🙂

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #18574
    IronDuke
    Participant

    Time for a wall o’ text update again…

    I’ve been working as much as I can on the game, but it’s amazing how slowly things go when school is in session. 🙁

    I’ve been playing around with that texture-based damage model (I should really use an acronym – TBDM :silly: ) some more, but there’s a hitch. With Unity 5, a whole lot of awesome new stuff was added to the game engine. They also optimized it for speed, which meant removing support for dynamic concave mesh colliders. My TBDM requires that the collision mesh be exactly the same as the visible mesh, so currently it will only work on static objects.

    There’s good news though; a fella on the Unity forums is working on a custom physics engine to overcome the limitations of Nvidia’s PhysX system. He calls it the “Articulated Physics Engine”, or APE for short. Mostly he’s focusing on joints, but I asked him to include support for concave rigidbody mesh colliders, and he said he would, popping out a video the next day. :cheer: It’s on this page of his thread about it.

    Meanwhile, in an attempt to have something that will enable me to implement a basic pewpew system, I’ll just create a hitpoint system like that already in EoC – shot hits ship, deduct 250 points from 2000 point hull. A little more boring, but it’s a placeholder for a placeholder for a placeholder – what’s to be expected? 😛

    There’s another pitfall; that physics engine is not likely to be cheap. I have extremely limited money, so I’m working on an additional Unity project which I hope to release soon that will provide funding for anything I have to buy to make my space game the best ever. The project is a pinball game that I’ve been working on lightly for the last year or so. One board is practically complete, and the code has been written to make additional boards a simple matter of adding scripts and setting variables. I could make thirty boards, all completely different, with different missions, and never code a single additional line. 🙂 Two more boards will be added before it’s complete, and I’m hoping it should sell enough to pay for APE and some other stuff I’ve got some eyes on.

    A list of things that I want to include:
    APE
    Ceto – an advanced ocean system I’m planning to use on planets.
    Sonicether’s GI – a really REALLY cool GI solution for realtime; it’s an image effect, so it is truly realtime. It’s pretty exciting, since it will allow for GI inside a moving spacecraft, on moving planets, wherever.

    Not much left to say, I think, except an apology for not posting this last week – I’ve had some computer woes and need a new wireless adapter soon. I may also have to replace the motherboard. :sick:

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s Space Game #17468
    IronDuke
    Participant

    Time for a wall o’ text update again…

    I’ve been working as much as I can on the game, but it’s amazing how slowly things go when school is in session. 🙁

    I’ve been playing around with that texture-based damage model (I should really use an acronym – TBDM :silly: ) some more, but there’s a hitch. With Unity 5, a whole lot of awesome new stuff was added to the game engine. They also optimized it for speed, which meant removing support for dynamic concave mesh colliders. My TBDM requires that the collision mesh be exactly the same as the visible mesh, so currently it will only work on static objects.

    There’s good news though; a fella on the Unity forums is working on a custom physics engine to overcome the limitations of Nvidia’s PhysX system. He calls it the “Articulated Physics Engine”, or APE for short. Mostly he’s focusing on joints, but I asked him to include support for concave rigidbody mesh colliders, and he said he would, popping out a video the next day. :cheer: It’s on this page of his thread about it.

    Meanwhile, in an attempt to have something that will enable me to implement a basic pewpew system, I’ll just create a hitpoint system like that already in EoC – shot hits ship, deduct 250 points from 2000 point hull. A little more boring, but it’s a placeholder for a placeholder for a placeholder – what’s to be expected? 😛

    There’s another pitfall; that physics engine is not likely to be cheap. I have extremely limited money, so I’m working on an additional Unity project which I hope to release soon that will provide funding for anything I have to buy to make my space game the best ever. The project is a pinball game that I’ve been working on lightly for the last year or so. One board is practically complete, and the code has been written to make additional boards a simple matter of adding scripts and setting variables. I could make thirty boards, all completely different, with different missions, and never code a single additional line. 🙂 Two more boards will be added before it’s complete, and I’m hoping it should sell enough to pay for APE and some other stuff I’ve got some eyes on.

    A list of things that I want to include:
    APE
    Ceto – an advanced ocean system I’m planning to use on planets.
    Sonicether’s GI – a really REALLY cool GI solution for realtime; it’s an image effect, so it is truly realtime. It’s pretty exciting, since it will allow for GI inside a moving spacecraft, on moving planets, wherever.

    Not much left to say, I think, except an apology for not posting this last week – I’ve had some computer woes and need a new wireless adapter soon. I may also have to replace the motherboard. :sick:

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #17466
    IronDuke
    Participant

    Whoa, that’s awesome! I was unsure as to whether terrain could actually be implemented in I-war2 when I was working on my mod; seems like it can. :mrgreen:

    That’s something too good to let lie and die. I was actually planning on resurrecting a very stripped down version of my mod to have a hobby to work on when I’m burned out from Unity work at the end of each day. Plus, working with more than one programming language is a good idea. If we can get the code from this guy, I’ll see how much can be done with it. B)

    Someone else has now shown interest… 😛

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Project Simerge. Dead or in cold storage? #18572
    IronDuke
    Participant

    Whoa, that’s awesome! I was unsure as to whether terrain could actually be implemented in I-war2 when I was working on my mod; seems like it can. :mrgreen:

    That’s something too good to let lie and die. I was actually planning on resurrecting a very stripped down version of my mod to have a hobby to work on when I’m burned out from Unity work at the end of each day. Plus, working with more than one programming language is a good idea. If we can get the code from this guy, I’ll see how much can be done with it. B)

    Someone else has now shown interest… 😛

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Which OS are you using? #17458
    IronDuke
    Participant

    [quote=”schmatzler” post=20002][quote=”IronDuke” post=20000]I asked my brother about it (he’s a tech wiz) and he says that Microsoft took it all out.[/quote]

    That is absolutely not true. Microsoft is still doing a lot of stuff, like tracking your location by default or sending your contacts all to the cloud if you want to use Cortana.

    One of the most criticized features is WiFi Sense, which shares your Wi-Fi password with all of your contacts (thus, uploading it to the cloud – very secure).

    The default settings send a lot of your data to Cortana. I can understand why, but I don’t want Cortana to know what I’m searching for or who the people I know are.

    Even if you turn off all the privacy related settings you can find, there are still connections to various domains from Microsoft being made. Do you really know what they’re transferring there?

    If they “took it all out” there would be no network traffic after turning all of the features off.[/quote]

    Rubbing-in-face initialized… stand by for indignant reply from elder brother…

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Which OS are you using? #18564
    IronDuke
    Participant

    [quote=”schmatzler” post=20002][quote=”IronDuke” post=20000]I asked my brother about it (he’s a tech wiz) and he says that Microsoft took it all out.[/quote]

    That is absolutely not true. Microsoft is still doing a lot of stuff, like tracking your location by default or sending your contacts all to the cloud if you want to use Cortana.

    One of the most criticized features is WiFi Sense, which shares your Wi-Fi password with all of your contacts (thus, uploading it to the cloud – very secure).

    The default settings send a lot of your data to Cortana. I can understand why, but I don’t want Cortana to know what I’m searching for or who the people I know are.

    Even if you turn off all the privacy related settings you can find, there are still connections to various domains from Microsoft being made. Do you really know what they’re transferring there?

    If they “took it all out” there would be no network traffic after turning all of the features off.[/quote]

    Rubbing-in-face initialized… stand by for indignant reply from elder brother…

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

Viewing 15 posts - 436 through 450 (of 564 total)