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Re: Wasteland, some old stuff [Re: Damocles] #92272
10/08/06 22:20
10/08/06 22:20
Joined: Oct 2005
Posts: 196
ambe Offline
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ambe  Offline
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Joined: Oct 2005
Posts: 196
dude this is good .. Real good.. better grafix on the hud is indeed needed , but nice


- code monkey
Re: Wasteland, some old stuff [Re: Damocles] #92273
10/09/06 01:44
10/09/06 01:44
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Its all development grafix,
hud, units and builings...
I can work on this part later, when the gameplay works.

Re: Wasteland, some old stuff [Re: Damocles] #92274
10/09/06 03:01
10/09/06 03:01
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Posts: 1,785
Jesusland
I cry with happy tears when I hear that wasteland is started up again :')


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Wasteland, some old stuff [Re: Towelie] #92275
10/09/06 15:32
10/09/06 15:32
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I cry with happy tears when I hear that wasteland is started up again :')




Yeah, x2. I think the RTS was and still is one of the best examples that a RTS is really possible to make with 3dgs.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, some old stuff [Re: PHeMoX] #92276
10/09/06 15:47
10/09/06 15:47
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
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Quote:

Quote:

I cry with happy tears when I hear that wasteland is started up again :')




Yeah, x2. I think the RTS was and still is one of the best examples that a RTS is really possible to make with 3dgs.

Cheers




I just cant agree any less on this, i am just DYING to play a good RTS made with 3dgs.
Currently im going to develop my own, am i allowed to use parts of your code (like selecting and movement) ?

dont worry, no competition, i am making it more like age of empires, so old style though i am gonna try to implement SYLEX into it

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Wasteland, some old stuff [Re: Helghast] #92277
10/09/06 15:51
10/09/06 15:51
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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You can use the code,
I am using a totally reworked code currently,
and also fixed some of the pathfinding problems.
I focus more on the Blizzard type of gameplay, as I restricted the mapsize
to 100x100 for good performance.

Re: Wasteland, some old stuff [Re: Damocles] #92278
10/09/06 16:57
10/09/06 16:57
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
The Netherlands
Quote:

You can use the code,
I am using a totally reworked code currently,
and also fixed some of the pathfinding problems.
I focus more on the Blizzard type of gameplay, as I restricted the mapsize
to 100x100 for good performance.




I didnt look into the code yet, but i just did and saw you used GSTobfuscator (or wth that name is:P) on mainobs.wdl

i did fix some old code in there, it works under A6.40 now, but it would be nice if you could like send me or upload, the good version of that...

Also, can you tell me in what WDL's i gotta look for the selecting / moving part ??

hope you can help me out.
regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Wasteland, some old stuff [Re: Helghast] #92279
10/09/06 17:36
10/09/06 17:36
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
The mainobs.wdl ist the obfiscated code,
but the complete project is also unaltered included,
with main.wdl as the mainscript.

I did not look into the old code much,
but there should be some trace commands as the selection starts.
Then the selected area calculates the entities that ly within it.

Re: Wasteland, some old stuff [Re: Damocles] #92280
10/09/06 17:38
10/09/06 17:38
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
The Netherlands
i see, thanks

I'm re-organising your code, as to a beginner (me) it's kinda hard to understand
No bashing to you, im really happy you allready gave away this code

Anyway, can you tell me what functions the pathfinding are, and where to look?

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Wasteland, some old stuff [Re: Helghast] #92281
10/09/06 17:39
10/09/06 17:39
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
search_.wdl handles the pathfinding,
it is not documented like in a tutorial though....

Its a type of A*

If you would see my current version, it would confuse you even more,
as it was designed as server-client code,
without using entities on the serverside. Everything is done with arrays.

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