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Slocket

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Everything posted by Slocket

  1. not right 'now', but to transfer the code from basic to GDK using MS Visual Express free compiler in C+, but I am not that far yet.....soon enough. Thanks, I will know more here soon about performance speed.
  2. Very good question, this version works on ALL screens. I wish everyone had or has a wide screen since it would have made it much easier to navigate the Galaxy with more windows. But when I started this, two years ago, I went for a compromise more or less 4:3 since it will play on older screens and new one. The original art work is 4:3. But for the future, much easier to do once all code has been written, together with others talent in C+ Using Dark GDK it will be made for 9:16 screens only and a much more sleek GUI can be made. But that is in the future. The game is best played by default in the Window Mode ON. You can stretch the window bigger vertical or horizontal just like any window, and move it around on the wide screen. If window mode if off, the game does not support ALT-TAB. Always need testers! THX The game is only bug free as much as testers can find quirks that do not show up for me on my particular computer setup.
  3. Artistic need for making planet pictures and pretty much anything a picture in the game (plus 3D ship and fighter models in .X format plus the skin textures). Dark Basic Pro is quite different from anything else I ever used, but it has a lot of powerful commands and 3D without having to know a four year degree in Computer Science. Though it is limited in the sense your not going to make a new Assassin's Creed III with it. Now there is Dark GDK which uses Microsoft free compiler Visual Express and is written in C++ and that would lend much faster speed to the program and would be good for a next iteration from this version in the future when everyone has a 1080i wide screen monitor and want very high resolution and animation without breaking the CPU. As for features, I read over much the top 5 essentials for a remake and much of that has been said. Indeed Espionage mission should be semi automated better if the player wishes , plus those natural disaster ON/OFF and you can set the frequency in the constants.dat file. I do not like a lot of micromanagement when you get to 200+ planets to take of each turn. I think I could no worst in making a smarter AI I hope. I was mulling over the Real galaxy map compared to the vanilla map. I left the vanilla map since it may have to do with game play reason (remake is the name). But you can place in DarthTex Mod for the real galaxy accord to cannon.
  4. I wonder how much it would be better to model the cannon galaxy such as you did for Rebellion. Does it affect game play a lot? Would it make a difference if you could go to 30 sectors and 300 planets? What are the most important 300 planets and 30 sectors to model? Thanks DarthTex, I want to try out your mod again, but I cannot seem to find it on my old computer hard drive. Can you send me another copy? It bugs me that the original game is not like the real cannon universe, unless there is a serious game play reason why it is as it is in vanilla -a big doughnut. It is a lot of work you did to place all those X Y locations in....I know the feeling. I would like to place the vanilla, and your work together as an alternate galaxy peeps can play for the remake. Maybe if it is cool, go for 30 sector and 300 planets! (that in the future if all goes well).
  5. http://video.syfy.com/online_originals/dvice#////online_originals/dvice/dvice_tv/force-smackdown-jedi-vs-star-wars-virgin/v1137389 Check out this odd Force Video Device. I hope these guys aren't trying to get a date.
  6. Finishing up the galaxy core stars and pics, added in hot keys for save game, return to main menu to start, adding in loyalty bars under planets in the sector view. This weekend 2-25-2011 Next weekend 3-4-2011 Then I want to make the Character Missions! It is a good test and easy to do on the 2D screen strategy screen since there is no 3D to contend with. You can do missions and have troops on the planets. I think you will like using your pictures and such here if they have the higher resolution. So there will be a basic AI to have fun with. RPG style. Just no ships or facilities, just Characters and such. Diplomacy, Espionage, Abduction/Assassination, Incite/Subdue Revolts, etc. Characters will fight each other like a card game based "planet scape" for now. Each character has a special ability for fun. You can control manually or auto. The hardest part was the initial Interface. How to show 200/300 planets source to target down four levels was a tough choice and hard to program that flipping windows. The rest of the game GUI is going to be MUCH better funtionally and will deviate for the good for selecting your facility, troops, ships , Laser batteries, etc. Plus nice pictures to look at. Each planet will look like a real colony; somewhat similar too, but much better than, what they did in Master of Orion 2, but more control and stuff to do. Zoom In as was in Sins of a Solar Empire just would not cut it for that much level of depth. Maybe in the future, but for now I went this direction. Not all planet pics outer rim are done (the Core worlds of the Vanilla game setup ARE done), many are waiting for the public to fill in. I just use a place holder on then for now. You can make the real SW galaxy too up to 300 planets and 30 sectors using Galaxy Mapper Editor and flipping the background galaxy 180 degrees. DarthTex worked on such a Mod for original game. Would be interesting..
  7. I am using models that were from here in the download sections and others who had the original skins. You can see some in game pictures of the tactical 3D part in other threads. That is if the pictures are still being hosted after two years. So yes it is the same models - they are in .X format. Some of the graphics such as better laser' hit shots' and shaders for the engine glow I have not finished yet, since I want to get the basic code down. The rest is just ice cream on the cake and anyone that knows shaders can add them back in as was in Warlords Mod. DB engine supports All the formats of special effects through DirectX 9.0c Indeed the hot key makes easier for me test the game as I write. I disabled the cut scenes too to make it faster in option.dat http://img517.imageshack.us/img517/8461/imperator2db6.jpg
  8. My experience is the same. a fully developed planet with all energy being used, has a high chance for natural disasters. OF course the game does give you random resource pluses but not as common. In Star Wars Rebellion Remake -it is an option of course. Coming this Summer if all goes well.
  9. Thank you very much for the valuable feedback. I am really kicking this project into high gear, no more dithering around. I may have used an odd language, but the computer does not care, it is all ones and zero in the end. I can do DarkBasic Pro has the ability to do rather complicated 3D stuff that I would have needed to know DX and C language very much more than I do now. I have a new demo with the full core universe here soon before the weekend. The same movie was playing for both sides, it was just a test. I have both movies now rebel and empire. It was funny how they thought they were being recruited for the Rebels, only then to their horror spirited away to press join the storm trooper ranks -good recruiting trick . The textures are stretched by 1.6 from original 640*480 material to fit 1024*768. Later some artist can replace it with better high resolution picture. Even later kick it to 1280*960 something to fit wide and regular screens. You can stretch the window box to make it bigger to see. Possible fix maybe for a close sector window bug being slow, there was a redundant delete image array call which was the wrong variable type. I could not reproduce it, but it may have been on other video cards and how the back buffers get flushed, anyway it should not do it anymore. I added in a 'back to Main Option Window' hot key using the letter "O". It stops the program and returns back to the main Cockpit selection window. Added the options planet Loyalty and Ownership random or manually (set X Y using Galaxy Mapper Editor inside StarMap.dat manual data). Option.dat is a simple hex file. default is ON. (window mode On. Cutscene On, Music Volume, Ownership Random On, Loyalty Random On) You can now use that to make any galaxy you want up to 30 sector and 300 planets. Now I modeled only the standard universe vanilla. But as DarthTex made a Mod to model the real SW galaxy, he would find this interesting. I hope to place the loyalty bars underneath planets and make the character list so you can run missions such as Diplomacy, Abduction, Espionage, Attack each other, and Incite/Subdue Rebellion for a test for the AI in this release or the next release before the weekend. Plus a basic save/load function. I may throw in the basic 3D tactical battle part with ISD and Rebel ship fighting so you can get a feel for it. There is no direct human control yet (ships fight automatically according to their basic script for now), but it is a chance to see it in action yourself instead of pictures.
  10. I take a picture of the entire screen use 'print screen' key on the keyboard. Next open your Paint program that comes with all Windows and simply use "CNTRL+V" key combo to paste it into the paint program and save as a bmp image (some allow for jpg or png format).
  11. viewtopic.php?f=7&t=27448&p=545252#p545252 How about can you run 1280*960 resolution? That way I can make planets from 60^ to 75^. Later peeps can replace the 1024*768 artwork that I can stretch out to the ratio of 1.25 bigger as a place holder. You can still set the res in the option.dat to whatever you monitor will support. IMP22 pic is a good spot to test (200*100) since that is where characters will report in on their missions, and it is the spot where your target will appear when you select a mission. This is to make the game more intuitive and less click fest. Plus it is cool to see your characters show up on the monitor down there in the corner. Update: Here I stuck a code in so you can place a character picture at 200*100 with a [later use black background is invisible] and the character will more or less show in IMP22 monitor window. well, here it shows Palpatine... http://img691.imageshack.us/img691/6145/agentpic1280960.th.jpg
  12. I think maybe a good compromise is 1280*960 which is still 4:3 but is 1.25 bigger than 1024*768. It should look good on old and new wide screen monitors, adjust the resolution in the option.dat. This would allow even bigger higher resolutions pictures in game. With my new 1080 monitor, 1024*768 looks rather too tiny. I think anyone playing game today should be able to handle 1280*960 resolution? ATI cards and Radeon I hope. I am using ATI 5700 series HD. you can always adjust the window box in runs in for smaller screens or expand for larger screens. The planets icons could be raised from 60*60 to 75*75 which would be wonderful. Originals were 37*37. Any thoughts?
  13. Use IMP22 picture. Rename or convert yours and rename it to IMP22.bmp it is a bitmap. It is about that same rectangle size. If you look, character are going to appear in that square window next to where IMP22 is standing at. The picture is in the folder.
  14. The pictures I am using are 60*60 at 32 bits color (it never has been 8 bit color) original planet icons were 37*37 pixel 8 bit... You can use larger pictures in other part of the game such as the information panel. Or when you click upon the system level planet icon to get more detail, I am taking a better approach to show the bigger planet picture, ground picture and system assets such as planetary shields, lasers, factories, etc. and combat troops buildings shipyards, Fighter bases, the next layer down further are the individual agent and , characters, spec forces, ground assets, anti-vehicle/personnel blasters, etc. There a nice planet picture in full glory can be placed for each planet. I also have the higher resolution big pictures for those when that planet level is open to display (similar to Master of Orion 2 you can see the planet picture above and enemy ships, star base defenses, ground assets, you can watch a ground assault/bombardment mini-game occur and have some influence on it if you wish to just watch or play it out.). If you to experiment , just place in a bigger 80* 80 picture in place of one inside the demo, it will display bigger. Oh yes glad to see you got the demo working better. I have a new one coming up later today to fix a possible close sector bug (have you this hard time close the sector window? made a lot of small changes added in Option Main menu hot key and ability to set Loyalty random/manual and ownership before galaxy starts up for a new game or just use the manual settings one you can create using GalaxyMapper editor. Added more stuff you can see in the change log.
  15. Thank you. I await your answer. So far, I have had two feed backs. I would be grateful for your feedback to see if the code is working.
  16. Character pictures look great and you can always place them in the game very simply. As for your problem with the demo, try not to start GalaxyMapper.exe since that is what places the planets pictures and stars in the universe main interface. If you have the loyalty stars in the correct place, the planets should also be in the correct place plus you should also see their names too. There is a planet order to the sprites that tell it to display in front of the stacking order of the sector background window.
  17. The other buttons are shut off disabled, personnel, fleet, system. I am only testing the main GUI. You should see ten planets when you click open on the sector window of Slius, Sesweena and Corellian ony. then that is a problem. The other tester seen the planets as shown on the main thread. Can you show me a picture of the sector open such as Slius and see the ten planets? Are you running Dx9 video (you should or nothing would display.) What operating system, it will not work under Linux or Mac. Can other tester verify what is happening? Pea zip, make sure the planet pictures are there inside that folder such as PlanetPic486.bmp Peazip does not unzip correct. Please try the 7z download.
  18. That is exactly what should work. That build i did not finish with all the sectors yet. So far everything is working. I assume you could hear the music and sound play. Next if everyone has it working, I know then the DB code is good to work so then I can finish it quickly and put up a newer build with more things added. The cockpit image is straight from the disk. It was originally 640*480 stretched to 1024*768 so it does look a bit odd. It is missing all the option hot spots except for choosing Empire or Rebel side. Thanks for the feedback. I used the free version of Dark Basic Pro. I wonder if you found the Rebellion.exe trying to connect with the internet -if it does I may have to buy the full version compiler because of its limitations.
  19. I agree. Why in the original the Empire get high bonus for both missions since both are controlled by leadership skill which in the vanilla game controls both missions. I would give an extra hidden bonus to the Rebels for inciting a revolt, and bonus for Empire to put down a revolt. Empire still gets its leadership effect from the Emperor being on his throne, but maybe only 30 instead of 50%. The hidden bonus for each character can be edited, and it gives each character a bit more RPG. I would like to give some a special skill they could use on missions. I want to show how a major mission turns out in a fight instead of just a simple after action report, if the player wants to watch it and get involved with missions or ground assaults.
  20. Dark Basic Pro does need DX9 to run. I am a bit behind or older in technology. I do not have a IM Yahoo account (I never used one in my life), or anything like that I am sorry. I am not even on Facebook. But you can test it when you can get to a DX9 capable video card windows computer later today. I am here on the forum quite a bit. I have my own computer I can roam with. It will not work on Linux. I just download your pictures and going to look at them. How many characters should there be per side, and how many can or should be recruitable from both sides, 60 total with 20 side agents? Of course that should be in another thread. I did not want to deviate too much from the original game, but plenty of gameplay code modding using plain old text script I made myself. Even easier to use than LUA.
  21. legacy removed---edit OK here is 7z Once I know it is working in all phases, then I dump more code chunks into it and finish off the GUI 100%. These are the beta test as i go to building the final game. You feedback is very valuable to let me know I am getting it correct. The planet ownership and loyalty is set for random right, now, though using GalaxyMapper they can be set from the start manually once I get more options up and running, and put is a save function, plus some loyalty bars underneath the planets in the next chunk.
  22. It is FreeArc it works really good, though not a popular as 7z. http://www.freearc.org/Download.aspx You can download it there. it does compression very well better than 7z, but does not do everything 7z can. See if you can unzip it. It works just like any other archiver. Then you simply click on rebellion.exe inside the folder, it is self standing and need no installation. if you cannot get Free Arc to work for some reason, I can place as a 7z file, though the size will be bigger. and yes, bigger pictures it can handle and makes them look better. The original planets were only 37*37 I use 60*60. Please tell me if you can get it to work, so far no one else has check it out yet... Here it is in plain old 7z which is more popular. http://www.mediafire.com/?ecqu6ja4jcuhci7 RebRel000.7z
  23. No, not dead. The forum went down for awhile. Maybe this will send an e-mail to let you know there is a new tech demo of Rebellion remake to try out need feedback on. No more work on it until at least ONE person tries it out...
  24. The site is fine for download. You can use the higher resolution pictures since I am where I can. The originals were for a game with only 480*640, this is 1.66x bigger at 1024*768 so I can use that higher resolution. You can download a beta of the GUI over at the other thread for testing. viewtopic.php?f=7&t=27919 tell me if the cut scene works, and the default is windows mode which you can stretch to any size h or vertical. I should say as far as pictures go, I have to re size ALL pictures to make them fit the higher resolution pictures. i hope that makes sense. But all the art work is 4:3 and not 9:16 (not yet any way for wide screen monitors which are almost every where by now).
  25. Here is a clean spot to release progress on various parts of the Rebellion Remake game. It will change with each time I have better code. I have the tactical battle engine fairly down, so I am not placing that part here yet. I worked on that back in Nov 2009 and its mostly finished. It turns out the toughest part is the strategic portion. http://www.mediafire.com/?ai5aswydel9krza RebRel0001.7z New Version 3-3-2011 http://img194.imageshack.us/img194/7986/rebstrat0001.jpg

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