Yep. DirectX7.
Printable View
Yep. DirectX7.
well than it should be no problem to have it loop...
Correct.
But I meant the copy you have only plays it once... ;)
ok, you kno wut sounds really cool?... listening to yor fav. wave backwards... its really cool/funny
and i would also like to know if you play a german song backwards, does it sound like english??? :confused:
when we speak english, does it sound like japanese being spoken really fast to japanese people??? :confused:
Oh, i figured out how this thread got like a whole lot of posts.....(reread this entire post, you'll get it)
I'd actually prefer it if you could keep posts in this thread vaguely on topic.
I don't mind it wandering slightly as all things do, but please don't post tripe in here.
Thanks. :)
well I can tell you for sure that german does not sound to much like english. Neither the other way round!
when you play english songs backwards, it sounds kinda like german (or at least thats wut i think)
which song? do you really know german?
I got to check on that :)
no i dont know german (but my parents do), but im just saying that in general, it kinda sounds like a germanish like language when you play a lot of english songs backwards (just my opinon tho)
well I guess it does for you. If your nativ language is German it probably wont...
Ok guys drop it now.
If you want to carry on this conversation, take it to Chit Chat or PM each other.
Does anyone have any further comments on the current release of Sentience?
No, we are just waiting for you to upload the new version.......please:DQuote:
Originally posted by Arbiter
Ok guys drop it now.
If you want to carry on this conversation, take it to Chit Chat or PM each other.
Does anyone have any further comments on the current release of Sentience?
Sorry Arbiter, I did not read the last request. Sorry for beeing impolite.
I am gonna shut up and even try your newest version again (even though most I got out of sentience yet, was crashes...(did not post taht because I doubt the system that I had to use was in a state where I would blame the software too much...)
don't worry guys, its just that we don't want the thread dissolving into meaningless conversation. It takes up enough of the server space as it is, we don't want John to delete it or move it to chitchat where it'll get lost.
We really appreciate your input, don't think we're mad at you, we just want to protect Sentience and its thread...
Anyway. A new version should be due fairly soon, but theres a lot going into it, so please be patient.
Misanthrop - if you let us know whats happening when you try to play, we may be able to pinpoint your problem. Sentience should be able to run on a P1, so your system specs should be ok.
All: any suggestions for the new or subsequent versions?
well I haven't tried it on the system I am running now
I got a AMD1400 C Thunderbird with 256MB DDR Ram and a geforce 2 400MX, I am sure your game will run stable on that.
I tried it on a school's pc which was kinda crappy and a Pentium Pro 180 which was just unstable!
I will try it soon in my pc or maybe on a P2 266 with 192MB of ram and a TNT2 which also is a stable system.
Yeah, Sentience should run on anything capable of running Win95+
The only thing we say is that there should be nothing running in the background, as these may conflict with Sentience.
Let us know how you get on.
PS - I wasn't having a go at you earlier Misanthrop but we do need to keep the thread on topic as Behemoth said...
I fullly understand otherwise I would have just deleted my post and took my hat :)
by the way I like your server the download is really fast!!
I got 90k as soon as I clicked on your link...
Cool.
It's not my server, it belongs to British Telecom so it should be pretty hot. :)
Most I'll ever get it 5k per second (due to my 56k modem). Oh well.
I've spent most of my time recently making the interface and all the clicky things a bit more user friendly (especially the mech design screen).
It's not changed in the way it looks, but it now updates properly, autoallocates armour and ammo and comes with the new "quick build" button which automatically makes a mech with the most powerful components you have in store. Once its made it you can either change it as you see fit, or simply decide where to build it.
Makes mech building a little easier... :)
mawnin', whats to be done ? :)
Morning Jamie. :)
You still alive then? Methinks you got just a little drunk last night?
Sorry I didn't reply to your last message, I didn't get it 'til about 2 in the morning and I didn't think you'd want a reply at that point. There wasn't a whole lot I could have said anyway.... :p
As to what's to de done? Not a great deal at the moment. You can either wait for the next release (probably Sunday) or download the current one and give us a super furry bug list. :)
something little I have to propose:
add frames around each window you pop up. It looks kind of disturbing having a black window without edges on a black background... (I started the game at 1280*1024 so there's a lot of black!)
and another thing what I think you should add (real low priority though) the black is kind of boring, either you should have a softened edge or something but black maybe this star like stuff you have in Heroes of might and Magic...
oh and I forgot something way more important. You need to change the scrolling. For your game I would propose a right mouse button down scrolling, but a scrolling by moving the mouse to the edges of the screen would be cool too.
And for the minimap, I propose the put the code for the relocationing (funny word that doesn't exist, but I am sure you know what I mean) of the big map into the mouse move event... so you can hold the mouse down and move over the minimap to scroll over large areas fast!
alrigth that's it for now.
I'll get cracking on a bug list for ya then :)
Can we use the Sentinence logo in our signatures??????
Actually I have something very interesting for you.
You should like it :)
This has been argued back and forth before, have a look through the thread.Quote:
Originally posted by /\/\isanThr0p
oh and I forgot something way more important. You need to change the scrolling. For your game I would propose a right mouse button down scrolling, but a scrolling by moving the mouse to the edges of the screen would be cool too.
hm well what was the result
(do at least the minimap thing, I don't think that has been argued before...)
Misanthrop,
There was no actual result. Right mouse scrollling is out as it's used for context menus, screen scrolling is a bit poo but can be implemented. I offered to implement middle mouse button scrolling but no-one was interested.
And there are frames around most of the pop up windows, can you post a screen shot of where there isn't so I know what you mean please?
The main map can be scrolled buy clicking on the minimap, but I'm not sure if you can hold it down and drag to scroll huge areas fast. You'd need a massively powerful machine to do that on anything other than 800x600 though...
Sounds ominous.Quote:
Originally posted by plenderj
Actually I have something very interesting for you.
You should like it :)
Are you going to PM me, text me, eMail me or send me a letter bomb about it?
I'll e-mail it to you on monday.Quote:
Originally posted by Arbiter
Sounds ominous.
Are you going to PM me, text me, eMail me or send me a letter bomb about it?
NO one answered my question at the end of the last page.....
I don't like to be ignored.....kidding, kidding.;)
Sorry Timmy,
Only Behemoth and I can answer that question and it appears we overlooked it.
Well, the answer's a conditional 'yes' - depending on what you're using it for. ;)
hey arbiter that scrolling will work with the minimap!! you will be amazed by the speed of your own engine! I have done that many times without any optimations that you surely implemented...
and hey go for the middle mousebutton scrolling!! I always leave middle mouse button function assigned to my middle mouse button because I think programs should use it more (many actually do!)
for double clicks (many users misuse their middle mousebutton for that) I use the thumb button...
So go ahead!
OK, sounds like a plan.
Middle mouse button scrolling we shall have.
Just a note people:
The next version is likely to be quite unstable as there have been a number of framework changes and improvements. Any changes to the framework at this point are going to be liable to cause problems.
However, any problems you come across should be able to fixed simply and easily and a new sencore.exe will fix the problem. You won't need to download the whole game again to have the fixed version.
For the next release could you all please concentrate on trying to break the game. I'd like you all to stress it as much as possible (but bear in mind it must be run on its own). Try and get it to do the most ridiculous things possible and see if you can make it crash.
For the first few times this shouldn't be too hard, but as I produce new sencores with fixes it should pretty soon become bulletproof.
Thanks guys!
Is this game like Age of Empires?
Have you downloaded it yet ?Quote:
Originally posted by flamer2010
Is this game like Age of Empires?
i just did
And what do you think...?
As far as VB games go, pretty good
Well, if it's only 'pretty good' what can we do to improve it...?
Oh, i can think of a few ideas... the only problem is u heard them all already.Quote:
Originally posted by Arbiter
Well, if it's only 'pretty good' what can we do to improve it...?
But i would still like to ask you if you are ever going to make something like a tuturial level (like in Red Alert 2 or Star Trek Armada I(I) or Age of Empires II), u get the point.
This would be a good inprovement, and i am willing to download an additional 50 mb's for it if you would include speach or something.
It also is nice that you warned us about the 'stability' for the next version :D
Icheb
p.s. i think i might be able to follow the thread again and give a normal beta report 2 ;)
thanks icheb. stick with it ;)
whoops...Sentience is slipping down the page...
Anyone got anything to say about it today?
We want the new version
(this is giving me a dejavu feeling ;))
Read the above post...
This weekend, you shall have it.
Not long now guys, tomorrow night it shall be ready... :)
Are u able to provide us with a list of everything that's new ?Quote:
Originally posted by Arbiter
Not long now guys, tomorrow night it shall be ready... :)
(or has been redesigned ?)
Improvements:
* If resolution change fails it will now tell you why
* Directories have been revamped (esp graphics directory)
* New scripts
* Mech design screen has been tinkered with to make more useful
* More button graphics added/screens tidied
* Loads of bug fixes
* Map can now be scrolled by clicking and dragging along the minimap as requested
* Fixed the irritating problem with the minimap clue not being the right size
Additions:
* Third mouse button scrolling added (rate of scrolling can be altered via the options.ini)
* Super duper map annotater (write text on the map)
* Accuracy modifier implemented (damage is based on mech accuracy) +
* Improved visibility algorithms (mechs now have a visibilty rating) #
* Support for 1600*1280 resolution (not tested as my monitor can't handle it)
* Quick build function for fast map making (due to be vastly improved soon)
And other stuff as well but I forget what I've done. I'll post if I remember.
+ Damage is affected by the accuracy of a mech. Upgrades can be applied to improve the mech accuracy. Accuracy is also affected depending on whether you've moved or not that turn. This is no 'hit or miss' - all shots hit, but the damage they do is now influenced by accuracy.
# Mechs now have a visibility rating. If a mech has a high visibility rating then it will be visible further away than normal (as it stands out). A mech with a negative visibility rating is a stealthy mech and you'll have to be closer to it to see it.
Are you able to do something like Triggers in Scenario editing, if useing a fixed scenario ?Quote:
Originally posted by Arbiter
Improvements:
* If resolution change fails it will now tell you why
How are you doing this, i have something similair in one of my programs, but sometimes, in windows 95 the system needs to reboot and the program kinda doesn't accept it after the reboot (which i can trigger useing api's)
* Directories have been revamped (esp graphics directory)
* New scripts
* Mech design screen has been tinkered with to make more useful
* More button graphics added/screens tidied
* Loads of bug fixes
Where did you fix what bugs ?
Or is the list too long ? ;)
* Map can now be scrolled by clicking and dragging along the minimap as requested
* Fixed the irritating problem with the minimap clue not being the right size
Additions:
* Third mouse button scrolling added (rate of scrolling can be altered via the options.ini)
Maybe something for the option screen ?
* Super duper map annotater (write text on the map)
* Accuracy modifier implemented (damage is based on mech accuracy) +
* Improved visibility algorithms (mechs now have a visibilty rating) #
* Support for 1600*1280 resolution (not tested as my monitor can't handle it)
* Quick build function for fast map making (due to be vastly improved soon)
And other stuff as well but I forget what I've done. I'll post if I remember.
+ Damage is affected by the accuracy of a mech. Upgrades can be applied to improve the mech accuracy. Accuracy is also affected depending on whether you've moved or not that turn. This is no 'hit or miss' - all shots hit, but the damage they do is now influenced by accuracy.
# Mechs now have a visibility rating. If a mech has a high visibility rating then it will be visible further away than normal (as it stands out). A mech with a negative visibility rating is a stealthy mech and you'll have to be closer to it to see it.
(Yeah, like AOE again), if so it wouldn't be very hard to include scenario's to learn how the game works (yeah, i keep hammering on this until i figure out how to use the game)
Icheb
I'm switching the res using API calls so it might vomit if it wants to restart but hey, not my problem - just use a different res... :p
A trigger system is still being considered but it's going to be a long way off. The game has a tutorial with it though and more and more screens are having tutorials added (or will be).
I've also added a message bank (you'll see the benefits of this in another version or two, but for now you can just marvel at the potential... ;) )
I've added building and units names (turned on and off in the options screen).
Someone mentioned a problem with the pathfinding, but I've not been able to duplicate it. I've tried everything from pathfinding to the square next to me to scooting off to the other side of the world and trying to get to the middle of the sea. It's never crashed yet, it just says either "course plotted" (and plots it) or "unable to reach destination" (and doesn't).
If anyone else can break the pathfinding then let me know. I'll need lots of screenshots and to know exactly what was happening and how the map was set up.
Late breaking news...
With the help of the might Misanthrop I've finally managed to conquer the seriously irritating problem with stretchblt making a balls of the unit colour schemes. Now the units are displayed in their full palette glory, truly showing off Behemoths work.
Today is a good day... :)
Ho Ho Hoka Hey!!!
Right, the new version is uploaded now in the usual place!
It's an even smaller download than before (less that 3mb) and has got loads of new things to see and do.
I did mention that it might be a bit less stable than some other versions, but I've tested it a lot lately and it stands up fine.
Extra points go to anyone who can break it! :)
Let me know what you think and what else can be done to improve it.. :)
I got a run-time error: object required (424). I attempted to go under the RMV slurp screen.
Then, after getting this error, I reopened Sentince to attempt to recreate the bug. After opening a new , the RMV Walker mech was a black square (picture attached).
Then, I attempted to exit the launcher, but it wouldn't let me because it thought Sentince was still running.
Three bugs in less then 5 minutes of playing around with the ...:D
I just thought I would mention that after the run-time error, sentince was still using 84% of my processer power...
Gaming,Quote:
Originally posted by Gaming_World
I got a run-time error: object required (424). I attempted to go under the RMV slurp screen.
Then, after getting this error, I reopened Sentince to attempt to recreate the bug. After opening a new , the RMV Walker mech was a black square (picture attached).
Then, I attempted to exit the launcher, but it wouldn't let me because it thought Sentince was still running.
Three bugs in less then 5 minutes of playing around with the ...:D
Thanks for you quick response.
Well, I've duplicated the RMV screen problem and fixed it - a new Sencore is uploaded to the site for you. :)
Ok, the problem with the mech is a little unusual. I've been working on that recently so it's been tested to death and I never managed to get that. Are you running anything else in the background - if so, please kill 'em. Also, next time it does that could you quickly alt+tab out, go to the graphics directory and post the file called "temp.bmp" up here for me please? Ta!
Ok, the launcher...
Next time it refuses to restore the res, could you please take a screenshot of your entire desktop and post that up here. If it's too big then please eMail it to me at [email protected] .
Thanks dude!
Who is that girl in the two pictures on the FTP server?
And: Guesss whos getting cable tommorow so he can download the new copy of Sentinence??!!
That's my girlfriend.
And it's only 3mb - you don't need cable... ;)