
Slocket
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I am running 64-bit Vista so that might be it... First, thanks for trying it out. I need feedback so I know what is going on. That refers to the line code (the source is in the download) "set display mode 1920,1080,32,1,AA,0" 32 is simply referring to setting your video card to 1080*1920 resolution with 2x Anti-Alias, and 32 bit color depth. I thought all video cards today support 32 bit color. Can you make sure your desktop is set for 32 color and not 16 bit color? Also this is forced to run in full screen 1080* HD (maybe I should put it in a window mode) I assume most people by now have the regular HD LCD wide screen displays. Can you also tell me about your video card and computer? Is it a laptop? it does not make any difference on cpu or OS being 32 or 64 bit machine. It is refering to 32-bit color setting of your video card. You can set your desktop screen to 32 bit color manually. That is default color for most devices made since the last five to eight years I think. Laptops I do not know. Thanks and let me know! I will try to figure it out or give a change so it will work.
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No, I am not criticizing your work. If the ship engines are different it will require new picture instead of tail exhaust. In my remake, I am only using one basic picture to show all ships. A big blue Halo cloud when in hyperspace, and a thinner red envelope skin around the ship additionally to show damage in red color. I do not see the red damage in the photo HS 1 burn -I only see "BLUE" (where is the damage?). HS 2 burn I only see "blue" with cockpit. I do not see any red color to tell me it is damaged? I am confused. Please, sorry, I am not making fun of your work. I am missing something obvious I guess. BURN=DAMAGED??? BTY there is a new 3D space battle demo of the tactical engine using Dark Basic Pro. It does not seem many people are still here at the forum. Hopefully more will join if thing get along further. If you mean by BURN is the character of the hyperspace 'trails', then I would pick Hyperspace 'burn' number 1. That is a ship in hyperspace moving with no damage. I would like to see Hyperspace plus damage shown as blue AND red color maybe (even written). Good work. Peace.
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The cockpit window would definitely let you know it is hyperspace. I see that blue usually shows it is in hyperspace and red-orange it is damaged. I would use a visual cue to insure you know what is hyperspace and not moving. I would use color to show damage only. Thus you have visual picture, cockpit shows if in hyper space moving or not. You use color to show red if damaged or not. Blue if in hyperspace or not. You could drop either the blue color or cockpit overlay entirely. I am confused looking at the pictures. Vanilla game uses ONLY blue exhaust to indicate movement. "Does it use also streaked background stars??" Vanilla game uses additionally red marking overlay ONLY to indicate damage whether moving or not. Maybe use a picture with the big blue halo to show hyperspace travel, and additionally a thin red ribbon close around the ship additionally to show damaged.
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http://www.mediafire.com/imgbnc.php/01e4feaa2847db6aeda71eab6dc90bc915a34e5f6b31c30e92a5a45d386aa5734g.jpg delta demo to see if this is going to work on other computers in 1080*1920 resolution. Before I work more on it. It will go much faster once confirmation this is working. December 13, 2011. Slocket Reb tactical 2012 1.006 key "w" is forward in look direction camera, "s" is backward. ' Hold right mouse button down while 'move around' for Mouse Look camera to move in. I need to resize all models for the physics engine -so models clip if you look close. I only use 2x AA basic graphics to clean edges DX9. Just basic to see if things work. Turbos do shield and hull damage. Ion only do shield damage, shields regenerate. etc. Obviously not all things are implemented yet. Many place holder animations, and pics. Just seeing if this thing will fly converting over to 1080* graphics and such. There is sound in the delta demo, but no music. Portable chunk, just unrar and click on "rebellion2008.exe" http://www.mediafire.com/file/t4r47i7cst0xsfa/RebTact006.rar http://img97.imageshack.us/img97/1848/rebtact006.th.jpg Uploaded with ImageShack.us
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I messed with that one "AI value" and others thought it may control the annoying AI cowardly retreat behavior, but it does nothing ASFAIK. I used test where one extra TIE fighter caused a retreat. Control group was exactly the same without that one TIE fighter. The game code seems to count the ships and fighters for sure in numbers. You would think it would consider the total fire power, ship damage, etc. But it does not. If there is a value it uses to to say this ship is an ISD and is more powerful, I do not know where it is located for the AI use in battle or retreat.
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Sorry for the delay, my chronic serious nasty illness has came back to haunt me again. Just back from a trip to the hospital, I thought it was gone for good. But I am still alive. I manage to get the mod to run on Windows 7 x64 rather simply. Just extract the file to its folder, then add in to the same folder a file d3drm.dll that is missing of course (legacy from XP ) then it will start up and run with out no other registry or special folder location as per budious' post. I have it running in 1080* monitor. So you may wan to simply add that file to your future download and it will be W7 64 bit ready without no other messing around. I forgot, you must run the Rebellion.exe in Windows XP 3 compatibility mode too under Windows 7 and give it Administrator's rights to make changes. I do not know if I need to create a save game folder yet. The game does run under strategy and under 3D battles. All models and textures show up. As other you cannot stop the opening droid speaking. I made an empty file you can download here off this forum about a year ago to skip by it very fast, or simply just remove that file and the game should skip it all together for veterans out there. A lot of changes. I am trying to play through a game. I wish the original game was in a higher resolution. But basically it is all working so far. I need to test save and load game. I must use FRAPS iI guess to take a photo of the in game process. Note that in 1080* HD resolution the pictures are going to be blurry since the original game is only 480*640 IIRC.
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You cannot use PRINT from windows + Clipboard due to the strange color palette the game uses. I also get black pictures. Use FRAPS to capture on screen pictures. Or you can use Resource Hacker to extract the picture from the strategy.dll and save it as a bmp map.
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I am trying to get my old computer with W XP on it to see it. I could not get Rebellion to run under W 7 64 bit. It looks really cool though. Sorry for the delayed feedback.
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I am going back and using Dark Basic Pro. The Game Studio G8 is too buggy. Sadly lost 3 months working time on it to find out some bad things. It is the first demo of the main strategy screen if you speak of clicking upon the faction button. By default, the Movie AVI for the Empire entry is played. If it is crashing you can change the Options.dat file to disable movie cutscene avi file playback. It may be crashing due to something not compatible with your computer default media player, although I used a very common AVI format. I need to make a code to check what is on each computer for movie play back or pay a lot of money to get a decent avi player codec DLL -i was using a free one from 'Bink' and 'Rad Tools'. Any rate just change options.dat. Tell me if you can do this and by disabling cut scene playback if it works for you. 0100 : 0100 : 3200 : 0100 : 0100 change this "1,1,50,1,1" to look like 0100 : 0000 : 3200 : 0100 : 0100 Use any hex editor to this. I have not coded it yet for decimal input for this file. I have been updating all artwork to support new wide screen 9:16 ratio and higher 1080* resolution. So this previous demo is being deprecated in favor of the new age in monitor technology. DB pro still allows an option to run EXE under control window mode for res of legacy via window mode in options.dat for those wish 1024*768 -4:3 for old monitor support. Hinter weise: I should add proper 'recovery code' in full game development so that a hard crash to desktop is not created. Just a pop up message 'cannot play movie' then continue on with normal code. So this is very beta demo.
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Hi, you may join here in this forum link"=: http://warlords.swrebellion.com/forums/viewtopic.php?f=589&t=27668
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It would add flavor to the game by having specialist planets for speed of production bonus. It would give variety so each planet would not be the same boring thing. Of course any planet could still make any ship to keep things balanced game wise.
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Are you planning on have "multiple" levels of facility/defense upgrades (i.e. GenCore III? Advanced Construction Yard Mark II? etc)? Are there incentives/limitations on advanced facilities? (i.e. you can only construct advanced ships, ISD III or Eclipse, from Advanced Shipyards - NOT the original shipyard facility)? Just asking Multi-level is easier to do. Yes. Restrictions? I have not thought that out for game play. So far, only a bonus to have multi-level facility in time construction reduction 10% per level to level 5. One level 5 Ship yard can crank out a ship 0+10+20+30+40= 100% faster compared to five separate level 1 shipyards. Speed. Higher levels must be researched. Then you can upgrade your existing shipyard via a construction module. I want to keep micro management down by not having hundreds of little one shot facilities all over the galaxy to keep track of. A want an incentive to build fewer higher level facilities. Maybe to the point of having exclusive facility planets due to power restrictions. Planet only does one of Ship, Troop, or Construction. Not all.
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http://www.mediafire.com/?9xw5mxkz3ky3g70 RamikinRebalance_2.1.reb
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All Polish, can you show pictures in plain form?
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Thanks. That is about it. It does not seem much, but there are important collision mechanics going on behind the scene to tell me if this engine is going to fly, once you have 100 ships blasting at each other. all the basics are there. It is firing on all three ships, it has independent turbo firing arcs, not just a simple one hit wonder. There are stats for each ship and as they take damage, but they are not displayed yet. Shields, weapons, engines, hyper drive, etc.
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Can some one please test this out? Thank you.
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Sorry for the delay response, hands full cleaning up after the flood in Midwest, Missouri River. Plus got sick for a time - nasty mold spores I think. Any way.. You will want to conquer the galaxy as one strategy to stop the rebels. The Rebels rely on superior technology that they will have and 'the' best fighters due to their open free philosophy. The Rebels will out research the Empire and win the game, or devote all their energy into their super weapon. So three ways to win (beyond of course capturing the goals), and each side has their advantages. Rebels good at research and sabotage, both sides have their super weapon, or take control of the entire galaxy. The Empire does not really win through technology so much per sey, but by their philosphy of complete control. Palpatine and Vader are obsessed with control, like in the whole galaxy. Your agents come into play much more to get very good results. Empire uses it agents to capture Rebel researchers for example....Rebels do a sabotage mission on your special Death Star (AI/human player will do this for real now). Indeed as said, auto-upgrade options for factories, etc through research to make more efficient....economic win condition helps to control galaxy..but all that spending may have your research suffer into making you super weapon say the SSD Eclipse, Death Star II, etc. Lots of good points as these are important in making a decent game peeps will want to play (and attract more talented programmers and artist than me (I am an ammeter). I just need a few more years... --------------------------------------------------------------- obgyn " tax revenue and instead of the planets being based on a set number of "power" slots the buildings are upgradable like any real life facility " YES "choke points " YES and NO, plain old hyper space between all planets is possible, just slower than main trade routes. Take your chances at getting caught if no spying or just 'Blockade Running' through. "saw you had freighters added these i had the idea of being what is used to transfer trade goods and supplies to troops (and attackable ) along trade routes" YES "i also wanted to include other factions but i had them" NOT yet maybe later in expansion "one of the major changes i wanted to add was the ability for the rebellion to capture imperial craft for re-use later " MAYBE "Hapes cluster " special bonus for control is a real possibility I would like to include. Veteran crew also. "Special planets from lore." Good Idea Fondor and others ship yards. Plus other idea of Kessel prison planet with its *intelligence bonus* to agents so to speak. Think Gintmo Bay.. "one other thing i wanted to add was the speed up construction option by choosing this option you can spend credits to half the construction time left +++ (empire also gets the ability that darth vader and emperor speeds all construction in there system just by there presence(the whole we shall double our efforts effect) " Well, NO; not by default because of game balance. good idea but for now it would not be realistic. But to change that in Optional game menu before start game. Plus Decaying Universe /New Resource random events can be toggled on/off. +++ If Vader/Palpatine are they physically present, maybe you get a speed up time. I will think about it. The negative result is they will not be able to recruit and must stay there until completed. Rebels may like that for an attack to capture them. -------------------------------------- Other functions..send agent to Auto-mission of you choices so not have to baby sit them all the time. Spec Ops can be auto target systems of your choice. They do think for themselves to a point if you let them.
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Cant get model tutorials to show up....
Slocket replied to tweeker's question in Questions from Newbies
They are gone. I think I have a copy of them on my old computer. You need to run them 32 bit OS only. -
A good idea!
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Small demo showing the GSA8 engine (hit "0" to enable keyboard" camera mouse view , F11 to see stats and collision boxes). http://www.mediafire.com/file/fzfilxc4ddxye7r/firecontrol.cd.7z Fire Control... demonstrating ISD with independent forward, star, port turbo lasers and turret ion cannon firing and collision detection onto some rebel ships. Need some feedback to tell me if it works on your computer. It is open source code included. C-lite. default 1080* res. Sound effects, I did not include animations yet...
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Thanks for the photo. I have it as a placeholder. or the blue Dust Galaxy photo. I will let you adjust it to proper position in the Remake (off to the left the center is). I do say it will be a different aspect ratio 9:16 wise screen than original, so the co-ordinates will be different for the planets. I did the same as you, draw a template on paper over lay on the screen for planets to get the position of the original game. planetPos(X,Y) for 3:4 screen original old monitors ---> 9:16 wide screen *Ratio -->new co-ordinates. The "Essential Atlas" is new from the original game. But I am doing a re-write into C language the code so it is easy for non-programming not to have to put in machine HEX format inside a .DAT file. Instead, read in human read able decimal number from a simple TEXT file. Oh, almost forgot, please go ahead and send the alpha. I will adjust to 9:16 and show a demo of the planets for a starter. See if it will look OK with the wide screen display.
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Looks very nice! Can I ask where to get that galaxy background? I would like to use your photo in the Rebellion Remake. I would like to use your planet galaxy locations for an initial galaxy. You have and DarthTex had made good progress in fleshing out a decent universe to start playing in.
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Indeed, I want quality over quantity for planets and ships. Capital ships in this next demo do have over the original rebellion: Real four way firing arcs with each turbo attachment to the model. Forward, Starboard, Port side, Aft. ISD do not retreat, so no aft on this first model. One 360 degree Ion cannon. The ships have detailed items and systems that can break during a battle, and must have a crew. Think "Star Fleet Battles". http://store.starfleetstore.com/merchant2/merchant.mvc?Screen=PROD&Store_Code=S&Product_Code=5501&Category_Code=SCR. I have the Captain's Edition. Maybe we can put Photon Torpedoes...just kidding. So no 1000 silly little one hit ships that fire constant then die. Each ships has a meaning and tough purpose. They need repairs and are more complicated, no spam fest. For this reason also, your agents and missions are more detailed and involved and crucial for success. Expanded RPG elements and detail ground combat. Your agents do mean something with abilities and experience. Dream up a galaxy to do, not every planet, but lets say 200-300 grouped in logical good game play layout. May have to sacrifice real lore for good planet layout, of course you can modify anything so kind of a moot point...
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Yes. I am trying out C-lite and the GameStudio A8 engine. More engine but Pure GDK is pretty good too. Makes fast machine "C" compiler language with the nice BASIC (but slow) interpreted language. Trying to decide between these two. DB pro was not quite up to speed, and I think has no more been updated. No more support for now. This is going to have to be easy to modify....the other had it in hex edit language hard for laymen to understand. I need the speed of a compiled language. Or a "pre"-compiled language such as Pure GDK. Most peeps do want the Essential Atlas, but yet want to modify the galaxy too. Almost a contradiction. Making the game HD monitors only. 9:16 1080*. changing code.,,,,