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Its optional. I can store them inside without a problem, as an option, or make it load it from an external file.
I am going to get started with the actual 3d control tonight, probably. I have to make up a sphere ray intersection function, then test that, and my ray plane intersection, then its all behavior stuff =).
Z.
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Oh, and the units in the demo will be tetrahedrons (it was the easiest thing for me to type into a console program =). If i get everything going before XMas, I will add buildings (they wont do much of anything, but they will be there =).
Z.
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My Unproject(), RayIntersectPlane() and LineIntersectPlane() functions all work(first shot, too!). So, Wherever you click, a flame pops up =).
Z.
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That's really good. On my side of things, the new website could be up as soon as Christmas.
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Where is my mockup? =).
Z.
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Lol, Zaei and his mock-up :P
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Do you just cut & paste that in? That's the 3rd time you've said it, the exact same way.
I dunno, I'll work it up tommorow- that's a promise.
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Commonly Used Phrases.lst =).
That sounds good. I want to include it into the demo, so i dont just throw the user into the game =).
Z.
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Remember the Start Screen is 800x600x16 bit.
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The main menu is always 800x600 and in 16-bit colour. We cleared that up months ago.
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The splash screen? Or the actual main menu in the game?
I've got my RayIntersectSphere() function working, so I can now select Objects!
Z.
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I got a cursor going, and it looks pretty nice =).
Z.
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Ok, Im confused =). I dont remember anything about that. Just go over it real quick, so i get the idea.
Z.
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Okay. You load up ToW:
You get a "loading ToW" screen. <---- THIS screen is 800x600.
You get a main menu screen, with options like GFX options, start game, etc. <---- THIS screen is 800x600.
You start the game <---- THIS screen is in the desired resoltution.
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Ok, I dont really have any problem with that, other then the order. The D3D Device has to be created after selecting "Start Game", and before "Loading", because it is impossible to load textures, meshes, etc without it. Also, It's impossible to load, and then change the resolution at the moment, because that invalidates all textures, vertex buffers (ie, everything that is created with the device), and they have to be recreated. I havent added functionality for this yet. Could we throw these things into the acual game (using the UI) for now, at least?
Im really sorry about this... I feel like im here changing all of your ideas =(.
Z.
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Mmk. I was just doing battle with the memory, same problem as with the Matrix thing. Anyway, its all fixed, and I am at the point where I can make units move around. I just havent decided how I am going to control that. I will get that going tomorrow.
Z.
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Like in Warcraft- the user clicks on a unit, it gets highlighted in *some* way. Then, you right click somewhere to task them to that point. If it's a building, they would garrison inside. If it was a friend, they would follow them. If it was an enemy, they would go to attack them. However, they wouldn't just attack them themselves; they should shout for help and go off. If it was land they'd move there.
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No, programatically =). Im looking for an elegant way to control actions. I will probably end up creating a function for each action, then setting it as the current action.
Z.
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I can move the camera now too =).
Z.
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I think it should be locked [for design purposes]. That would allow us to shave off any blocked polygons. Here, I'm going to open a poll in G&G, see what the public thinks.
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At the moment, it is locked. If we leave it there, its fine, as i wont have to perform collision on the terrain. It will be able to zoom, and rotate for scripted sequences though =).
Z.
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Okay, what I am doing now is that menu mockup thing you asked about. It will be done sometime tomorrow. The site probably won't be up at Christmas but we'll see.
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Sounds good. I havent done much tonight, but I will get things moving (no pun intended =) tomorrow.
Z.
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Things are now moving =). Unfortunalty, not quite right. I will get on that tomorrow =). I have found an elegant setup to control actions using objects, which is a really good thing =). More to come tomorrow.
Z.
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Well, The demo is in a releasable form. There are still a few issues to address, and then its release time.
Z.
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Hello guys,
Great Work! The game is in good shape exept for the fact that it consumes more than 90% of my memory when it begins. And eventually crashed because it was inevitable! Is there anything that you could do to improve this issue?? I saw that you guys made use of VB Controlls inside the options menu, wouldnt it be better to have some sort of controll over that? Anyways, it looks like most of the game makes use of VB controlls (checkbox, listbox, optionbox, etc...) Or am I missing something here because the copy i downloaded was from the website and not from here!
Regards,
MoMad
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Did you mean to post that in the Sentience comm thread?
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Im not sure, I tried the game 3 times and it crashed all 3 times... so i just posted here... is there another place?
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We dont have anything that you can try, as of yet, and we arent using VB, so its probably the wrong place =). Try the Sentience Thread (same forum).
Z.
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Hehe :)
Anyway... I didn't get a chance to work on anything this weekend. Oh well. I'll get to it all in the next week, for sure this time.
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I am going to do some fixing up of the demo, and get it working the way I want it, add in a few more guys to move around, then get a setup program going that will install from packages. Then i just package it up, and wait till christmas eve =).
Z.
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Where CNet will get an unexpected Christmas present :)
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...or maybe not.
"...We will not accept beta testing..."
:D
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Hehe. I think the next demo will be a camera use demo, with several varieties of camera control, and we can see which people prefer =).
Z.
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I know the feeling Psy :)