My last suggestion was based upon a semi-transparent mask idea that someone (I believe Gaming World) brought up. If you did it in that way, it would work, which was basically the topic of the sentience ;)
Whoops :p *groan*
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My last suggestion was based upon a semi-transparent mask idea that someone (I believe Gaming World) brought up. If you did it in that way, it would work, which was basically the topic of the sentience ;)
Whoops :p *groan*
Sas,
Even by your standards that was poor.... :p
All,
The problem with stretchblt has now been fixed. Using an image control of all things....
Behemoth,
This crazy VBF thing's telling me you're online. Are you really or has it just gone mad?
yeah, im on, but im on my dads machine (cos I was laying the hall floor with him), so no MSN
My left hand hurts like **** today. It was particularly bad this afternoon. Just though you might be interested.
Poor Ians hand. Don't blame me for it....
How did laying the floor go?
nah, not blaming you. Not worth it.
The floor was a bugger cos of the shape of the hall (its an L-shape, remember). Its still not finished, but it getting easier.
My dad bought a funky ratchet clamp thing specifically designed for laying laminate flooring and its double our productivity. We might get it finished tomorrow evening...
Damn right it's not worth it *****! :D
It's quite a long hall as well isn't it? Must have been fun...
Did you lay them horizontal to the front door or perpendicular?
What time are you at work tomorrow btw?
Behemoth,
If you want something to be getting along with (as well as the sandcrab, new sandcrab house and random components) then you could consider doing some burning trees. 30 frames as per buildings.
Ta dude!
Didn't get much done as I was too busy drinking and playing the xbox.
Anyway this is what I did do.
Make a folder called editor in the sentience folder, and put these files in.
Very nice. I can see the potential.
It might be better though, if you were simply to record the map square type, (grass, mountain, marsh, dirt, forest, sea) as there's a defined method of calculating its graphic.
Might be easier for you when it comes to saving the map values....
PS - to get the path where Sentience resides, use...
Code:SenPath = GetSetting("Sentience", "Data", "Path")
SoundPath = SenPath & "\Sounds\"
GraphicPath = SenPath & "\Graphics\"
ScriptPath = SenPath & "\Scripts\"
Heh cool. Thats handy :)
I'll work on the app a little more today
Hokay dokay.
Give some though to the change I suggested as it might help you in the long run. Of course, you can do it any way you like - it's your call, but I thought I'd offer some advice. :)
PS - if you want the code to format the map then give me a shout.
Yeah go on throw everything ya got at me :)
VB Code:
Private Sub FormatMap() Dim x%, Y% Dim mapsize As Long Dim temp$, counter As Long Dim intTopLine As Byte, intMidLine As Byte, intLowLine As Byte 'Set land and sea squares to basic land/sea pictures For Y = 0 To MapY For x = 0 To MapX temp = Int((7 * Rnd) + 1) If map(x, Y).Land = True Then temp = "1777" & temp End If If map(x, Y).Land = False Then temp = "1000" & temp End If map(x, Y).LandPic = Val(temp) Next x Next Y 'Format more intricate map formations 'This section ignores the outer edges of the map mapsize = MapY * MapX 'Set global variables to map sizes xmap = MapX ymap = MapY PrevVal = 0 For Y = 0 To ymap For x = 0 To xmap If PrevVal <> Int((765 / mapsize) * ((Y * xmap) + x) + 1) Then Progress 15, 60, Int((765 / mapsize) * ((Y * xmap) + x) + 1), 3 End If PrevVal = Int((765 / mapsize) * ((Y * xmap) + x) + 1) intTopLine = 0 intMidLine = 0 intLowLine = 0 'Parse Top Line If x - 1 < 0 Or Y - 1 < 0 Then intTopLine = intTopLine + 1 Else If map(x - 1, Y - 1).Land = True Then intTopLine = intTopLine + 1 End If If Y - 1 < 0 Then intTopLine = intTopLine + 2 Else If map(x, Y - 1).Land = True Then intTopLine = intTopLine + 2 End If If x + 1 > xmap Or Y - 1 < 0 Then intTopLine = intTopLine + 4 Else If map(x + 1, Y - 1).Land = True Then intTopLine = intTopLine + 4 End If 'Parse Middle Line If x - 1 < 0 Then intMidLine = intMidLine + 1 Else If map(x - 1, Y).Land = True Then intMidLine = intMidLine + 1 End If If map(x, Y).Land = True Then intMidLine = intMidLine + 2 If x + 1 > xmap Then intMidLine = intMidLine + 4 Else If map(x + 1, Y).Land = True Then intMidLine = intMidLine + 4 End If 'Parse Lower Line If x - 1 < 0 Or Y + 1 > ymap Then intLowLine = intLowLine + 1 Else If map(x - 1, Y + 1).Land = True Then intLowLine = intLowLine + 1 End If If Y + 1 > ymap Then intLowLine = intLowLine + 2 Else If map(x, Y + 1).Land = True Then intLowLine = intLowLine + 2 End If If x + 1 > xmap Or Y + 1 > ymap Then intLowLine = intLowLine + 4 Else If map(x + 1, Y + 1).Land = True Then intLowLine = intLowLine + 4 End If 'Convert any scraggly squares into nice ones temp = intTopLine & intMidLine & intLowLine If temp <> "577" And temp <> "737" And temp <> "767" And temp <> "775" Then If intTopLine = 1 Then intTopLine = 0 If intTopLine = 4 Then intTopLine = 0 If intTopLine = 5 Then intTopLine = 0 If intTopLine = 3 And intMidLine <> 3 And intMidLine <> 7 Then intTopLine = 2 If intTopLine = 6 And intMidLine < 6 Then intTopLine = 2 If intTopLine = 7 And intMidLine <> 7 Then intTopLine = intMidLine If intMidLine = 1 Then intMidLine = 0 If intMidLine = 4 Then intMidLine = 0 If intMidLine = 5 Then intMidLine = 0 If intLowLine = 3 And intMidLine <> 3 And intMidLine <> 7 Then intLowLine = 2 If intLowLine = 6 And intMidLine < 6 Then intLowLine = 2 If intLowLine = 7 And intMidLine <> 7 Then intLowLine = intMidLine If intLowLine = 1 Then intLowLine = 0 If intLowLine = 4 Then intLowLine = 0 If intLowLine = 5 Then intLowLine = 0 If intMidLine = 0 Then intTopLine = 0 intLowLine = 0 End If End If temp = "" If intTopLine = 7 And intMidLine = 7 And intLowLine = 7 Then temp = Int((40 * Rnd)) If Val(temp) < 10 Then temp = "0" & temp Else temp = Int((4 * Rnd)) End If map(x, Y).offset = temp temp = "1" & intTopLine & intMidLine & intLowLine If map(x, Y).Type = 0 And temp <> "1777" Then map(x, Y).Type = 4 If temp = "1777" Then map(x, Y).MainLand = True Else map(x, Y).MainLand = False End If map(x, Y).IEB = temp For counter = 1 To UBound(MapGraphics) If MapGraphics(counter).Ref = temp Then map(x, Y).LandPic = MapGraphics(counter).DC Exit For End If Next counter Next x Next Y For Y = 0 To ymap For x = 1 To xmap - 1 If map(x, Y).Type = 0 Then If map(x - 1, Y).Type <> 0 And map(x + 1, Y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(x - 1, Y).Type = 0 And map(x + 1, Y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(x - 1, Y).Type <> 0 And map(x + 1, Y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, Y).offset = temp End If Next x Next Y For Y = 0 To ymap If map(0, Y).Type = 0 Then If map(xmap, Y).Type <> 0 And map(1, Y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(xmap, Y).Type = 0 And map(1, Y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(xmap, Y).Type <> 0 And map(1, Y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, Y).offset = temp End If Next Y For Y = 0 To ymap If map(x, Y).Type = 0 Then If map(xmap - 1, Y).Type <> 0 And map(0, Y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(xmap - 1, Y).Type = 0 And map(0, Y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(xmap - 1, Y).Type <> 0 And map(0, Y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, Y).offset = temp End If Next Y End Sub
That formats the map. Apparently. It was written about 2-2.5 years ago, so it's shoddy, badly coded and utterly confusing.
But it does the job :D
Haven't read your map specs yet, but perhaps you'll find this interesting.
I think this should run faster.
I noticed a few other things too, like when you're putting an integer (ie. a number value) straight into a string, and then prefixing stuff later.
What would probably be faster is if you stored the value in a Long variable, then when ready, suffixed that to the string.
There should be enought small adjustments to squeeze a little more performance out of that sub
VB Code:
Private Sub formatMap() Dim x As Long, y As Long Dim mapsize As Long Dim temp$, counter As Long Dim intTopLine As Long, intMidLine As Long, intLowLine As Long Randomize 'Set land and sea squares to basic land/sea pictures For y = 0 To MapY For x = 0 To MapX temp = Int((7 * Rnd) + 1) If map(x, y).Land Then temp = "1777" & temp Else temp = "1000" & temp End If map(x, y).LandPic = Val(temp) Next Next 'Format more intricate map formations 'This section ignores the outer edges of the map mapsize = MapY * MapX 'Set global variables to map sizes xmap = MapX ymap = MapY PrevVal = 0 For y = 0 To ymap For x = 0 To xmap If PrevVal <> Int((765 / mapsize) * ((y * xmap) + x) + 1) Then Progress 15, 60, Int((765 / mapsize) * ((y * xmap) + x) + 1), 3 End If PrevVal = Int((765 / mapsize) * ((y * xmap) + x) + 1) intTopLine = 0 intMidLine = 0 intLowLine = 0 'Parse Top Line If x < 1 Or y < 1 Then intTopLine = intTopLine + 1 Else If map(x - 1, y - 1).Land Then intTopLine = intTopLine + 1 End If End If If y < 1 Then intTopLine = intTopLine + 2 Else If map(x, y - 1).Land Then intTopLine = intTopLine + 2 End If End If If x + 1 > xmap Or y < 1 Then intTopLine = intTopLine + 4 Else If map(x + 1, y - 1).Land Then intTopLine = intTopLine + 4 End If End If 'Parse Middle Line If x < 1 Then intMidLine = intMidLine + 1 Else If map(x - 1, y).Land Then intMidLine = intMidLine + 1 End If End If If map(x, y).Land Then intMidLine = intMidLine + 2 If x + 1 > xmap Then intMidLine = intMidLine + 4 Else If map(x + 1, y).Land Then intMidLine = intMidLine + 4 End If End If 'Parse Lower Line If x < 1 Or y + 1 > ymap Then intLowLine = intLowLine + 1 Else If map(x - 1, y + 1).Land Then intLowLine = intLowLine + 1 End If End If If y + 1 > ymap Then intLowLine = intLowLine + 2 Else If map(x, y + 1).Land Then intLowLine = intLowLine + 2 End If End If If x + 1 > xmap Or y + 1 > ymap Then intLowLine = intLowLine + 4 Else If map(x + 1, y + 1).Land Then intLowLine = intLowLine + 4 End If End If 'Convert any scraggly squares into nice ones temp = intTopLine & intMidLine & intLowLine If temp <> "577" And temp <> "737" And temp <> "767" And temp <> "775" Then If intTopLine = 1 Then intTopLine = 0 If intTopLine = 4 Then intTopLine = 0 If intTopLine = 5 Then intTopLine = 0 If intTopLine = 3 And intMidLine <> 3 And intMidLine <> 7 Then intTopLine = 2 If intTopLine = 6 And intMidLine < 6 Then intTopLine = 2 If intTopLine = 7 And intMidLine <> 7 Then intTopLine = intMidLine If intMidLine = 1 Then intMidLine = 0 If intMidLine = 4 Then intMidLine = 0 If intMidLine = 5 Then intMidLine = 0 If intLowLine = 3 And intMidLine <> 3 And intMidLine <> 7 Then intLowLine = 2 If intLowLine = 6 And intMidLine < 6 Then intLowLine = 2 If intLowLine = 7 And intMidLine <> 7 Then intLowLine = intMidLine If intLowLine = 1 Then intLowLine = 0 If intLowLine = 4 Then intLowLine = 0 If intLowLine = 5 Then intLowLine = 0 If intMidLine = 0 Then intTopLine = 0 intLowLine = 0 End If End If temp = "" If intTopLine = 7 And intMidLine = 7 And intLowLine = 7 Then temp = Int((40 * Rnd)) If Val(temp) < 10 Then temp = "0" & temp Else temp = Int((4 * Rnd)) End If map(x, y).offset = temp temp = "1" & intTopLine & intMidLine & intLowLine If map(x, y).Type = 0 And temp <> "1777" Then map(x, y).Type = 4 If temp = "1777" Then map(x, y).MainLand = True Else map(x, y).MainLand = False End If map(x, y).IEB = temp For counter = 1 To UBound(MapGraphics) If MapGraphics(counter).Ref = temp Then map(x, y).LandPic = MapGraphics(counter).DC Exit For End If Next Next Next For y = 0 To ymap For x = 1 To xmap - 1 If map(x, y).Type = 0 Then If map(x - 1, y).Type <> 0 And map(x + 1, y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(x - 1, y).Type = 0 And map(x + 1, y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(x - 1, y).Type <> 0 And map(x + 1, y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, y).offset = temp End If Next Next For y = 0 To ymap If map(0, y).Type = 0 Then If map(xmap, y).Type <> 0 And map(1, y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(xmap, y).Type = 0 And map(1, y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(xmap, y).Type <> 0 And map(1, y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, y).offset = temp End If Next For y = 0 To ymap If map(x, y).Type = 0 Then If map(xmap - 1, y).Type <> 0 And map(0, y).Type <> 0 Then temp = Int((8 * Rnd)) ElseIf map(xmap - 1, y).Type = 0 And map(0, y).Type <> 0 Then temp = Int((8 * Rnd) + 32) ElseIf map(xmap - 1, y).Type <> 0 And map(0, y).Type = 0 Then temp = Int((8 * Rnd) + 8) Else temp = Int((16 * Rnd) + 16) End If If Val(temp) < 10 Then temp = "0" & temp map(x, y).offset = temp End If Next End Sub
Ta.
Like I said, it hadn't been optimised. Also, the speed the three map routines run at is limited somewhere by something that I'm not aware of.
To see what I mean, run Sentience normally and create a map. Note the time taken to make the map. Then, exit Sentience and the launcher. Set your desktop resolution to 800x600 (in Windows) and then run Sentience again. Create a new map. You won't need a stopwatch to notice a 20x improvement in speed.
I have no idea why this should happen. Any ideas...?
Off-hand I would guess that the xmap and ymap variables are resolution dependant.
Search the entire project for all occurances of those and see if they turn up in some weird place you hadn't thought of..
[catchphrase]"It's good, but it's not quite right...."[/catchphrase]
Have you managed to duplicate the weirdness?
Haven't had a chance, I've been up to my goolies all day in work so far :(
At least you're busy.
Better than sitting around at home all day. I tell you what pal, after 6 weeks off work I'm getting more than a little bored....
.
You da man!
Keep up this rate of work and Sentience will be ready in a month! :D
Behemoth,
Could you do me a beautiful 800x600 main menu background that incorporates the Sentience bar (you know what I mean) located at
0,541
Thanks dude!
Dude!
Can you draw me something similar to the attached?
Draw the Imago wotsit with a similar background... :)
doesn't look too tricky, but the imago dei isn't fully designed yet. At the moment, it just looks like a tug, not an enormous seed ship, worth stealing.
Any ideas, suggestions, sketches post em here. I can generally work around your MSpaint doodles and come out with something funky...
Hokay diddly oklay!
Dude,
Can you make me another button please?
81x17
Send
Ps, you can now send messages to other factions... ;)
I've also been working on the scripts a bit, tidying them up and making sure they're pointing to the correct techs etc.
We're still missing a couple of images - mostly around the yeti to be honest. Could you draw a component image of some yeti claws and one of a yeti hide and that should be that.
I've plugged in some of the graphics you did and even added a gyroscopic stabiliser to scripts and the code to go with it... (it negates the drop in accuracy when moving and firing...;) )
Ho Ho Hoka Hey!
I've managed to fix another bug that was plaguing the options screen. Another 30 mins well spent :rolleyes:.
Still...
[irish accent]It's all for the cause [/irish accent] ;)
I've also been hacking away at the scripts some more - adding in descriptions and what not. No doub't they'll look crap in the morning but hey it's a start!!
good god, vbf's been difficult recently! :rolleyes:
ok, I've been trying to post all day yesterday. Heres the post I composed:
but the attachments didn't work. I managed to upload them to the geocities site to bring them home. The ship needs work, so I wont bother posting that (although now, I think we've got Rick back onboard :rolleyes: ) but the text I concieved went a little like this:Quote:
sometimes, just sometimes, you do something that makes me think you're a pretty cool guy :)
I've been playing about at work today with some stuff. mostly conceptual as I don't have the opportunity to mail myself stuff etc.
I don't even have goddamned winzip in here...I only hope the following attachments work ok so I can take em home.
BTW, claws and hide should be fine, but I'm out tonight (band) and tomorrow (swimming), so I'll have to see where I can squeeze em in.
attachment is .bmp (good old paint ;) )
decipher what you can from this bollocks :) see you this afternoon for swimming.Quote:
components
weapons
attack +/-
accuracy +/-
cooldown?
weight (based on materials)
armour
defence +/-
regeneration? (organic troops - perhaps synthesised in mechs)
weight
shields
recharge rate
energy cost
defence +/-
chassis
weight limit
speed
terrain
torso (not really applicable)
weight
slots
stealthiness
energy
energy cost (for numerous functions)
sensors/chips
view range
stealthiness
misc: jump chip (to be used in conjunction with jumpstations...?
processor benefit - at the cost of one of the mechs slots, it can provide an additional processing node.
clean reactor: doh!
=====
minelayers
mines as buildings.
=====
buildings:
=====
"the imago dei hangs silently in the evening sky. manned by a crew of long dead skeletons, Sunstealer, the computer has complete judiciary control.
The 8 crew members live on as AI models - personalities within Sunstealer's RAM."
=====
ooh.. plot development. the factions are chess pieces that the computer is playing with. Brings a whole new "God" complex - "Deus Ex Machina" if you like.
in fact, the story can encompass this. As the Arbiters/faction reach Sentience, they are actually distorting Sunstealers own control, ultimately what began as a game (perhaps to pass the millenia) has led to the computers own "mental illness" - a form of schizophrenia perhaps.
To "win" the game, you have to destroy the computer's sanity...wierd...
Thanks for that big long post.
I'll look forward to seeing the stuff you've done. Though why you couldn't post a link to the geocities page (or PM it me) I don't know...
Not sure what all the text about the components is for, you just seem to be repeating the component characteristics (which are all on the components.xls for reference). Unless I'm missing something....?
The plot sounds pretty novel, I like the way it's heading. We'll have to rename the ships computer though. We'll think of something...
saw you online and thought I'd better post something, simply because the thread has been so quiet recently
nothing to say though.
Hows things with the missus?
thought id better give you some idea of where Im up to. Sorry ive not sent anything recently, but ive been really struggling. im also incredible short of time at the moment.
anyway, have a look at the screenshot from the latest ai file.
http://www.vbforums.com/attachment.p...postid=1002184
Sorry I missed you on MSN, Fe's round at the moment.
Those building designs look cool. Kepp on trucking with them... :)
Give me a call tomorrow to sort out going to the gym, I'm not too sure I can make Wednesday and Thursday I'm out in mcr getting tanked.
We might be better off going with Tuesday and just doing the gym without swimming.
sorry ive been a bugger to get graphics out of recently, im so tired at the moment and my brain's full. I'm running out of inspiration. One of the biggest things you can do to help at the moment is to devide finctions for these buildings ive done. The bottom left is a processor array and the bottom right is a funkier battery, but if you can inspire me with anything that will help a bundle.
did you get that mail with the image from rick? he sent me a zip with a couple of others too...I'll send em on to ya.
you serious about no swimming? :(
test
The extrinsic one is here to provide splendid 3d renditions of the portly ones sumptuous 2d renderings.
You WILL enjoy.
Possibly. You don't finish work til late tomorrow do you, so swimming's out the window. We can still do the gym though as that doesn't have a time limit.Quote:
Originally posted by Behemoth
you serious about no swimming? :(
I did get that mail from Rick, the little ship looks quite cool - looks a bit like a recon from Cataclysm. Send the zip over with the rest please.
I'll post a list of buildings here later on in the day when I get chance and then you can design the images around the names if you think that will help.
Oh yeah, Hi Rick! :)
Right something needs posting here.
Ben: Firstly, where are we up to? You won't have been coding for a couple of weeks since your rebuild, right? I've hit a bit of a slump in my work, and next week im away so things are still going to be quiet. If I can squeeze in a few hours soon, I'll colour those buildings from the previous page and send em on to you, we can worry about animating them later. I want to get these buildings out of the way and get stuck into more components - I was on a bit of a roll last month (you still have the pics i sent you though, dont you?)
Its going to be important to make a start plugging these components into the scripts soon. When i get back, we'll set some time aside and get on with it.
Rick: How far have you got with the ship? At what point will you be able to help me with buildings (if at all)? Have you suggested the explosion thing you mentioned to Ben yet?
I had an idea concerning the design of the ship. I'll knock comething together and send it on to you.
All: I think it would be nice if we all made a concerted effort to keep posting in here, even if we have little to say. The more we communicate, the more ideas get pushed around and the more inspired we become. I want to see this project become successful, but circumstance and morale seem to be an issue at the moment.
Thanks :)
Ok, its a bobbins drawing I threw together in MSpaint, but the point I wanted to make was that if the colony modules are not the only supporting structure for the ship, it doesnt have to break apart and come back together - the modules can drop away without the ship losing integrity
Theres also more surface area for more pods too.
Just an idea - the pictures attached, but you may have to rename it to .bmp if it does work.
Got loads done on the main vessel last night (what's its name again). The core fuel tanks that were within the cylindrical hull are now external - looks better.
I'll post pics up tonight.
Behemoth,
I ceased coding 6 days ago when I rebuilt my machine, so I've done nothing since then. I'd also want the building fully animated before they go in. If they go in non animated and we come back to them in a few months, you'll have the lost the dev files or at least the impetus.
As to where we're up to, last I knew we had a version ready to go that included loads of bug fixes. I just want some more graphics in to pad it out a bit.
Rick,
I'll look forward to seeing those pics..
Ian - send send me any original imagary you have of the buildings...
I'll knock up some 3d models, and render some top down views to put in the game ...
One of my mates andy is interested in doing some 3d stuff for it..his stuff is fantastic...
If you want simple animations as youve said many times before, I wont need the dev files - merely the graphics themselves. I've already lost the impetus - the mind numbing repetitiveness of animating buildings has killed any enthusiasm I had for them.Quote:
Originally posted by Arbiter
If they go in non animated and we come back to them in a few months, you'll have the lost the dev files or at least the impetus.
Still, I'm plugging away...Slowly :(
Don't give up hope my friend. If you want, you can send the 30 frame none animated image and I'll have a go at animating them :D
PS - thanks for the lift last night, greatly appreciated. :)
Sorry about not posting those images I promised... got carried away modelling planets......
Hopefully I should have something rather tasty to show you over the weekend.
The pub is calling me tonight...
Ian - its jimis birthday today...
Happy birthday Jimi
you should have told me earlier, I'd have arranged to come out for a bevvy or two. How old is he?
Hello...
He's 24 today. What you upto this weekend..brewski's could still be on the cards...
Hows work going?
I've gotta get my stuff together for my holiday, so I may not be able to. We'll definitely do something when I get back though.
Work's just plain wierd at the moment. Thank God I've got a break coming up
Heres a quick screenie from the intro:
http://www14.brinkster.com/keepoffth...sentience4.jpg
The ship seen is a landing pod, and is incomplete as yet.
Comments/Suggestions welcome.
Rick
Rick,
You can't link direct to the image as it blows up noisily.
However, I trawled through the site hunting for stuff and saw some MEGA COOL GRAPHICS!!!!
Some of this stuff is ****ing AMAZING.
*Ahem*
It's not bad really. :)
Heres a link to the sentience page. Theres a new image. Basically the same as yesterdays but with added running lights.
http://www14.brinkster.com/keepoffth...sentience.html
Rick
Any suggestions?
Minter minter!
Couple of questions.
1) What do you use to produce these?
2) Where can I get it?
3) How do I do it? :D
Quote:
Originally posted by Arbiter
Minter minter!
Couple of questions.
1) What do you use to produce these?
lightwave
2) Where can I get it?
off rick, but dont bother
3) How do I do it? :D
by saying "rick, can you make me X," or "how about a model of Y"
The headquaters model is almost complete..........
I'll post some images either later today or sunday...
Go on...Show me...
The image is the latest post here:
http://www14.brinkster.com/keepoffth...sentience.html
Remember, this is a very early version.
Be gentle.