Login  Register
 



Post new topicReply to topic Go to page Previous  1 ... 32, 33, 34, 35, 36, 37, 38 ... 47  Next
 
Author Message
 PostPosted: 20 Apr, 2012 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

No problem :)

But until the problem resolved is , i have removed DMS from my mod pack as without save/load possibility, it is useless :\
(good ATM only the hunker mod req DMSv0.8 ... )

Regards
R-TEAM


Top
 Profile  
 PostPosted: 25 Apr, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
So, how is v08 coming along ? Any release sometime soon :?:


Top
 Profile  
 PostPosted: 28 Apr, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Krapougnak wrote:
So, how is v08 coming along ? Any release sometime soon :?:



next few days pal, just finishing off some stuff :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 28 Apr, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
Time has stopped, we are all poised for the release... ! :wink:


Top
 Profile  
 PostPosted: 28 Apr, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

hehe,

im just finishing of some code in the intel fields,
basicly just added support so that field intels can have a beam either default faction beam or custom beams attached from the generator unit to the units in the field, either when shift is held or all the time.. fully automated once the params for the intel field are setup (basic table entries)

following on from that, im also in the process of adding support for field type intels, that will display a mesh over the top of the generator and/or unit in the field, an example of this is for the leech field, when a unit is being leeched from, it will get a rotating red blood drop mesh above it... and also if a leech unit can share its stored hp, the units with in its share radius will get a rotating health mesh for a few seconds to indicate they got some health, the same can be said for the cybran infection, infected units will get a rotating infection icon (resin did an awesome job on this icon) ;) it should all be pretty cool.

Dave

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 29 Apr, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
I'm actually drooling... :mrgreen:


Top
 Profile  
 PostPosted: 14 May, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
Long time no see... :?:


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

Krapougnak wrote:
Long time no see... :?:


sorry, have had some real life issues to sort out,
oddly enough work continued lastnight, im on the last stretch now :)

should not be long now, sorry for the delay.

Dave.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
No need to be sorry, RL comes (always) first ! Hope it wasn't to serious. I was just a little worried since you seemed to have disapeared and that I'm really looking forward to the next release. :mrgreen:


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

Nah, i have commitments here which i will fullfill, i wouldnt just up and leave like that.
id say good bye first lol.. :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

just thought id post this,

brandon asked me to do him a little script or rather, show him how to stop the AI from building certain units, i thought about it for a while, before i came across something interesting,

basicly ive added the support to DMS, so we can play with the AI templates a little, now i know that sorians adds some support for the AI to build custom units, what ive done with DMS is make us able to switch buildable units, remove buildable units and add buildable units, ill expand this functionality in a future release.. :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 03 Jun, 2007
Posts: 793
Offline
Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them.


Top
 Profile  
 PostPosted: 15 May, 2012 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
HTKatzmarek wrote:
Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them.

We shall discuss this. Its possible, but Domino is yet to venture into that territory.


Top
 Profile  
 PostPosted: 15 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

HTKatzmarek wrote:
Any way with your AI enhancements to have the AI upgrade custom units where the original wasn't upgradeable? I'm thinking of the BlackOps hydrocarbon plants; it's a real shame the AI can't upgrade them.


ive never actually looked at this code til now, its actually easy to make the AI upgrade units, thats upgrade not enhance thats something else...
i can add support for injecting upgrade templates into the relevant tables..
i cant outright make the AI actively build the upgrades, they will happen when they happen, however like i say i can get the data into the tables to make it build upgrades when they think they can build them.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 18 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

Not long to wait now, all major code is done, just tweaking abilities now, i also decided to add the cybran virus in this release, so am finished the code for that too.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 18 May, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
Cybran virus that is a very good news ! :D
Well I can't wait for the release now, really. :mrgreen:


Top
 Profile  
 PostPosted: 20 May, 2012 
 

Joined: 31 Mar, 2011
Posts: 128
Location: Hanoi, Vietnam
Offline
Looking for your new release, Domino.


Top
 Profile  
 PostPosted: 20 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Coming Very soon now, just adding/updating the STUN code..

might even throw in the stun and anti stun fields into this release
if i can get the toggles and enh icons in next day or so...

This is going to be a major release!
im really excited.. :)

Dave.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 21 May, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5080
Location: California, United States
Offline
heh, neat stuff.

what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing :(

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 22 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

Lt_hawkeye wrote:
heh, neat stuff.

what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing :(


i just made stun (emp) shut the unit down completely, it could be op, so i added anti stun also, which some units will get as enh, others (a few) will get anti-stun fields, which will protect all units in the field from being stunned, stun does not effect air units that are not on the land layer, land, subs and ships amph can be stunned as normal.

stun (emp) really does shut the units down now, it disables all weapons, intels (inc custom), it pauses the unit if its building, infact prolly easier to show you this..
it makes the unit completely inert, it doesnt use econ or produce anything, everything major is turned off..

http://pastebin.com/efW0sHZd

when the unit is released from the stun, everything is reversed and it continues as normal doing what ever it was doing... if your unit is stunned you calso cannot select it,

im waiting for a new stun icon, which will be a mesh icon above the unit..
also some effects need adding,

ive had this idea, and partial code for a while now, however some problems presented them selves in earlier versions, until i got the DMS code sorted properly,
the code is complex and it wasnt easy to make sure everything worked correctly..
however its all good now.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

I was going to keep this a secret and hope someone realised what had happened,
ive been working on a new cloak fix, where an attacker will remove the ATTACK order
if ordered to attack a cloaking unit or a unit that is cloaked after the attack order was given, prelim tests have given good results, i just need to perfect the code further,
this time, there is no strain on sim speed..

what ive been working on is not perfect, sometimes it works and sometimes it doesnt,
in certain senarios it will 100% work however in others there is a % chance it will work
not by the code i added, there are just alot of variables to cloaking.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 May, 2012 
 

Joined: 31 Mar, 2011
Posts: 128
Location: Hanoi, Vietnam
Offline
Hi Domino
I'm looking for your V8 release but didn't see it. Is the download link in post 1 new release?


Top
 Profile  
 PostPosted: 22 May, 2012 
 

Joined: 26 Feb, 2009
Posts: 2997
Offline
Hi,

phong1892 wrote:
Hi Domino
I'm looking for your V8 release but didn't see it. Is the download link in post 1 new release?


its not released yet, working in it as we speak.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 22 May, 2012 
 

Joined: 21 May, 2008
Posts: 706
Offline
Lt_hawkeye wrote:
heh, neat stuff.

what exactly does your stun code do? kinda curious what we have done differently. kinda sucks that i've gotten very little feedback on my version, rather depressing :(


Your post prompted me to test your new stun effects and yes they are very beautiful and also useful as they are more visible than the normal ones. Great work ! :)

Btw, is there something else to your stun than just the new graphic effects ?


Top
 Profile  
 PostPosted: 22 May, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5080
Location: California, United States
Offline
it shuts down all forms of intel and resource production as well as turns off shields(if the structure is hit)

pretty much what yours does i think.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1 ... 32, 33, 34, 35, 36, 37, 38 ... 47  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy