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Showing content with the highest reputation on 2014-02-20 in all areas

  1. As RoekeloosNL said though, it's all created by one guy. Everything. So I'd still say it's pretty impressive. I'll probably wait until it's for sale to buy it though, it's not really my favorite kind of game. It definitely seems like a good game with a lot of effort put into it (I've been following it for a while, and his development updates are phenomenal).
    1 point
  2. There's an ownerShipChanged event you can check. When the ownership changes from invalid (-1) to something valid, you know a new entity has been created. You have to prepare for ownership changes anyway, as we will include capturing in the future. The ID is only known by the engine when the unit is spawned. keeping track of all future id's isn't possible. The human player can create a new entity in one of his buildings, and it can finish faster than your creation. So the id's will be reversed. The AI can show chat messages (it's done when an allied AI attacks). It has no mouse, and generally can only communicate through predefined commands. nope, we want the AI to run in separate threads. So it will have to copy the data in some way, to not edit the simulation data live.
    1 point
  3. I personally wouldn't like it because it civs less unique. Other than that having that many units means there are likely to be multiple units that fill the same roll (or no lack of a particular type of unit, which goes somewhat back to the generic civ argument), which creates its own inherent problems.
    1 point
  4. The game is already pretty anti-cheat. Any cheat that changes the simulation side is blocked, as all players calculate all simulation events. Next to that, we also plan to compare the hashes of the binaries, to see if they're not modified. The remaining cheats are stuff like revealing the map (reading commands.txt, and replaying it in real time), or faster clicks. Though the game is more about tactics than fast clicks. Those apps you mentioned, they won't work against revealing the map either. So we're on our own there.
    1 point
  5. Which one of these so called services will work on all the platforms that is Windows,OSX and Linux/BSD and are they free to use but most important are any compatible with our licence. Enjoy the Choice
    1 point
  6. I have been senior administrator for the vegastrike project for several years now a space fight sim that supports several mods from the Wing Commander Universe to Star Trek some not that active ATM we are planning to add Ogre3D support to have walkable bases and ship interiors in the future one of the reasons I am fooling around with MakeHuman ATM so that I can have a character creation pipeline in waiting and some facility in using it.we can not use vanilla Ogre3D as it does not have the precision for astronomical distances but as a rendering back end it has several benefits including said walkability and CEGUI. Enjoy the Choice
    1 point
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