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Engine talk
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Aug 30, 2009 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
How are you making this BTW?


Coding.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Aug 30, 2009 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

In what language...? #Tongue

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Aug 30, 2009 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

C++

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sun Aug 30, 2009 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope to see spinning chopper blades in the final product, something that was completely absent in TS.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Aug 30, 2009 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah,thats not a problem.

Also,about the logos.I kinda like the top text,the bottom one needs editing.It needs to have a different font.


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G3
Vehicle Driver


Joined: 20 Sep 2008

PostPosted: Sat Sep 05, 2009 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's pretty impressive achievement

to say the hope of mine..
Would That Engine have the moving-cloud-shadow action which appears like similar effects in the Generals game?

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partyzanPaulZy
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Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Sep 05, 2009 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if someone haven't told that already, but some things would be nice to see there:
- antialiasing - SHPs and voxels without toothy edges
- working plane logic (take off like in real, land like in real, turn like in real)
- at least some features of NPatch or ARES

Overall it looks nice.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Sep 05, 2009 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
working plane logic (take off like in real, land like in real, turn like in real)


Yep,that was planned.

Last edited by Vefbl4 on Sat Sep 05, 2009 5:48 pm; edited 1 time in total

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Sep 05, 2009 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Yep,that was planned.

lol

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 05, 2009 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huh?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Sep 05, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guess he fixed it... He accidentally posted "planed" intread of planned" which was kinda fitting as he was saying about features relating to planes #Tongue

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Oct 26, 2009 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see how a Vanilla-TS Refinery looks like in this engine.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 26, 2009 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Uhh... the same I imagine.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Oct 26, 2009 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Everytime my mind picks you off as DCoder, I wonder why.

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Oct 26, 2009 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

^ clearly that would be impossible:P

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Oct 26, 2009 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably because of his avvie. #Tongue Well it should look the same unless something screws up during the implementation #Tongue

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Oct 26, 2009 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

(erased)

Last edited by Pepzi on Thu Mar 25, 2010 4:41 pm; edited 2 times in total

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Oct 26, 2009 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pepzi wrote:
I'd like to see how a Vanilla-TS Refinery looks like in this engine.


stupid question gets stupid answer...

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Oct 26, 2009 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west.

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Pepzi
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Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Oct 26, 2009 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west.


Retarded idea since it would require alot more work from the artist to animate not just one angle, but three!

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Oct 26, 2009 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pepzi wrote:
DaFool wrote:
I haven't read the whole thread, but will there be any kinda or rotation of the camera? I know some games which used 2d you could rotate the camera 90 degrees so you have like a south facing, a north, east, and west.


Retarded idea since it would require alot more work from the artist to animate not just one angle, but three!


Ahem.

Repeat after me:

Northwest - 1
Northeast - 2
Southwest - 3
Southeast - 4.

Now please repeat again the numbers:

1.
2.
3.
4.

4 is the number of angles.which could be used.

Thankyou.

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Nyerguds
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Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Mon Oct 26, 2009 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

...only if you make several facings for the same building. Which is pretty useless.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Oct 26, 2009 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

how hard is it to render something 3 more times? The building is already done the first time you render, only work needed would be the 90 degree rotations

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 26, 2009 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

But whats the point anyway? The good thing about 2d is it allows you to hide units behind trees and stuff. This makes that impossible.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Oct 28, 2009 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let's flush out this idea with something else. It would be cool to have the thief logic so one can steal credits from refineries/silos. Taking 50% of the enemy players current amount of credits.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Oct 28, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, there will a possibility to steal enemies resources. But you'll need to transport them to your refinery, or to sell them.

When you sell stuff,you'll get a special window showing your diplomatical relations,basic costs and possible deals,you can get. Some times transport trucks will arrive by them selfs, but sometimes you'll need to take your own trucks and send them outside the map.

The deal will be complete and you will receive your money from it, only if the truck left the map. If the truck is damaged, or, more important, the cargo is damaged you may receive only half of the money,or none.

Basicaly it all will be seen in the deal.

If you sell stuff to one team one you'll get better diplomatical relations with them, but worser with team 02.

There will be different neutral teams that may help you, like, sending you some resources or units; or spoil your game with bad deals or attacks.

If you have lots of money and good relations, you can hire neutral teams to attack ,patrol ,scout and defend waypoints, units or buildings.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Oct 28, 2009 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh that sounds like a campaign map type thing rather than something that should happen ingame.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Oct 28, 2009 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

No,sorry.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Oct 28, 2009 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

So whenever I sell a structure I have to escort the remains of it somewhere, just to get the money back?

How long do you expect these games to last. #Tongue

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Oct 28, 2009 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

You wount need to do that,you may just put the remains in the storage, to use them later. Still you can sell them if you find a good deal, or just sell it to your DI government for cheap prices.(DI government deal is always possible.) Or just leave them there. #Tongue

There will be 3 types of parts from what the buildings will be build.

First type - level 1 parts.From those parts you will be able to build cheap and simple buildings.

Level 2 parts will be needed for buildings like assembly shop, radars, etc.

Level 3 parts are needed more in hi-tech buildings.

So if you build radar, you may need 10 level 1 parts and 5 level 2 parts.

If you build starport you will need 50 level 1 parts, 20 level 2 parts, 45 level 3 parts.

Also,you'll be able to set things you can do in the map editor or before the skrimish game, not before campaings.

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Dupl3xxx
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Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Oct 29, 2009 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds interesting, and complex. I kinda liked the way YR it was power and cash, nothing more fancy... But the possibility to exchange money/units would be great!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Nov 08, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice in the last screenshot but I'd make the health bars half as long and also make unit shadows appear only directly under them since it looks weird the shadow being at the side (whether its realistic or not doesnt matter). I'd also remove transparency on stuff like the health bars (if they use it).

So are those units 3D if they use dynamic shadows?

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Nov 24, 2009 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since you have planned a third alien faction, I suggest an alternative for gameplay mechanics for that faction(Quote:Adam Isgreen):

Quote:
The art in question was the Scrin builder unit for C&C3. It burrowed into the ground and began morph itself to establish a new base. Scrin base building was more like LotR's fortresses -- fixed space with plots to choose what to put where. The Scrin had to build multiple bases to have all their tech available, and there were combos of certain items that could tweak the base in certain ways (sound anything like... oh, I don't know -- walker hardpoints maybe? ).

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Nov 25, 2009 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no alien faction. Smile

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
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PostPosted: Wed Nov 25, 2009 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

campaign only?

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Nov 26, 2009 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no alien factions, only humans.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sat Mar 13, 2010 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I really hope this engine will support C&C essentials so that modders can port their mods to this engine aswell.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Mar 13, 2010 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can easy remake RA2 and TS stuff to png and then convert it to LR format.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Mar 13, 2010 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I assume he meant all the C&C logics.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Mar 13, 2010 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know. Firewalls may be in a need. And drop pods too.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Mar 24, 2010 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does the wall of code and algorithm's that form the skeleton and makes the ingame movement possible look like? Do you have anything to show in that regard, codes so that people can perhaps try to learn something from the patterning?
Well I might be asking for too much since I don't program. #Tongue

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Mar 24, 2010 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 24, 2010 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reminds me of the Scrin base-building concept for old C&C3, I wonder why that is #Tongue I'm sure it would've been more sophisticated rather than being a square, though.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Mar 24, 2010 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
I'm sure it would've been more sophisticated rather than being a square, though.


Oval would seem fitting. =P


Quote:
Reminds me of the Scrin base-building concept for old C&C3, I wonder why that is #Tongue


Gee, I wonder about that too! =P

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Wed Mar 24, 2010 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maby soon ill post an old build.

Well I thought about building addons. Like bigger silos etc.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
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PostPosted: Thu Mar 25, 2010 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you considered "merging units". Yes, basically just like the Archon in Starcraft, but I was thinking specific vehicles merging to form a bigger and more powerful unit.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Mar 25, 2010 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well. This is possible. Even in TS ,I think.
They just combine into a building. After a while. Building undeploys, into one unit.

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Mar 26, 2010 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

How will game code be managed?
INI-tags, or a scripting language (like LUA or QuakeC)?

Looks very good btw

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Mar 26, 2010 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

XML Script is much better IMO,...

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Mar 26, 2010 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

If you mean anything like CNC-3/RA3, hell no.

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