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Author Message
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Wed Aug 20, 2014 8:56 pm   Subject: Combat updates
might be doable with the strategies without too much effort, I need ed to get saving the strategies to the host working before I can do much more in that area though.
  Topic: FrEee Releases
se5a

Replies: 135
Views: 1605744

PostForum: FrEee   Posted: Mon Aug 11, 2014 9:46 am   Subject: FrEee Releases
The current source is not too stable post some rewrites of stuff and some additions of other stuff.
  Topic: Having fun with the GUI Main Screen..
se5a

Replies: 21
Views: 129619

PostForum: FrEee   Posted: Wed Aug 06, 2014 9:31 pm   Subject: Having fun with the GUI Main Screen..

Note: a Possible solution is to decide on a screen size (like 1920x1080 fullscreen or 1600x900 windowed) and not worry about scaling or making the GUI dynamic. If people can't handle that rez in 201 ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Tue May 06, 2014 6:47 am   Subject: Combat updates
Vertical stacking could be ok if done right (Honor Harrington wall of battle formation?). I think the main problem with seV stacking was that it didn't take into account the extra distance, both for g ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Mon May 05, 2014 8:26 am   Subject: Combat updates
I made my position and motivations pretty clear on what, why, and how right from the get go as far as this combat engine went in other threads.
Since noone else is interested in doing it, it's this ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Sun May 04, 2014 6:55 pm   Subject: Combat updates
wow.
As I said before, if you don't like it. write your own.
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Mon Apr 28, 2014 8:24 am   Subject: Combat updates
The combat does not *require* the models which is the beauty of the system.
it's all deterministic with a bit of fancy math. if a user does not have the required ship or shipset model it'll just ren ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Tue Apr 22, 2014 7:45 pm   Subject: Combat updates
I changed that ages ago.
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Fri Apr 18, 2014 10:19 pm   Subject: Combat updates
Can now move weapons between multiple fire controls.
this means you can have one weapon firing on big ships, and another firing on little ones, or something. so that's done.

This also shows SJ's ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Thu Apr 17, 2014 10:59 pm   Subject: Combat updates
Sounds good Ed.

messing with the scheme a bit to bring it more inline with the rest of the game:

http://files.spaceempires.net/user/67/FrEee_StratformIII.png
  Topic: Random Screenshots.
se5a

Replies: 5
Views: 16889

PostForum: FrEee   Posted: Wed Apr 16, 2014 9:50 pm   Subject: Random Screenshots.
Should we be making more use of the bitbucket wiki? that info (how to import SEIV art/mods/etc) could be good in there. some screenshots too.

This is stuff that interested non artist/coder parties ...
  Topic: Rules of engagement
se5a

Replies: 1
Views: 7647

PostForum: FrEee   Posted: Wed Apr 16, 2014 9:46 pm   Subject: Rules of engagement
The easiest way to allow this might be to allow switching out strategies for a specific ship.
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Wed Apr 16, 2014 9:39 pm   Subject: Combat updates
"Objects in this empire" is a list of ships, fighters, bases etc etc. that is in the same empire as "This".

I couldn't think of a better name for it... "Allies" doesn't really cut it, since Allies ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Tue Apr 15, 2014 12:33 pm   Subject: Combat updates
So the shiny graphics side of things didn't really move very far. though if you've seen the screenshots thread you might have noticed I've been messing around with strategies.

I've got nearly all ...
  Topic: Random Screenshots.
se5a

Replies: 5
Views: 16889

PostForum: FrEee   Posted: Tue Apr 15, 2014 7:46 am   Subject: Random Screenshots.
Coz I don't think we've got a screenshots thread yet

Main Screen:
http://files.spaceempires.net/user/67/FrEee_Mainscreen.png

Ship Design:
http://files.spaceempires.net/user/67/FrEee_ShipDesign ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Wed Feb 26, 2014 5:26 am   Subject: Combat updates
So I've been fairly quiet on the combat front lately.
I did a bit of a code refactor with the math, moved all the math into a library of it's own... which caused way more problems than I expected. I ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Mon Feb 10, 2014 1:41 am   Subject: Combat updates
Ok so the combat engine will now render a ship if it has a cfg file and apropriate mesh and material files for the hulltype.
KpiImp set and Ngrath set is mostly there (still need to create more cfg ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Fri Feb 07, 2014 12:05 am   Subject: Combat updates
Excelent. thankyou both.

including mine, thats five shipsets for me to work with.

for those interested in making particle effects there's this tool here:

http://roussel-geoffrey.blogspot.co ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Thu Feb 06, 2014 9:49 am   Subject: Combat updates
you don't have it uploaded to se.net that I can see ed.

Kwayne, you've got three extreamly good looking shipsets that I can see that I think are compleatly origional. are we good to use them?
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Wed Feb 05, 2014 11:24 pm   Subject: Combat updates
So I've created an AHK script that will iterate through an SEV shipset folder and, using DeleD will export the .mesh and .material files, as well as the needed textures to a specified directory.

f ...
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Sun Feb 02, 2014 9:50 am   Subject: Combat updates
Coders art. what can I say?
but thats the beauty of the system, particle effects can be dropped in and are named by the shipset.
I think this fits the retro look I'm going for in mogeroids though.
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Sun Feb 02, 2014 5:07 am   Subject: Combat updates
So I've revived an older project of mine, realising that a lot of what I wanted to do for FrEee combat as far as graphics and effects went was pretty similar to what I wanted to do in this other proje ...
  Topic: Alpha6 Bug Thread
se5a

Replies: 13
Views: 20581

PostForum: FrEee   Posted: Sun Jan 26, 2014 7:03 pm   Subject: Alpha6 Bug Thread
FrEee is exclusively simultaneous turn based.
the slowness is known, and will require a rethink about how scripts are handled and loaded.
  Topic: Combat updates
se5a

Replies: 49
Views: 230912

PostForum: FrEee   Posted: Fri Jan 17, 2014 6:01 am   Subject: Combat updates
so I thought I'd start a topic related to the Newtonian combat engine I'm writing.

So far, we've got:

ShipMove:
Newtonian stuff: 99% done (anything more is candy)
Process: done
Replay: done ...
  Topic: The little things: Cool features that SE4 lacks
se5a

Replies: 76
Views: 434392

PostForum: FrEee   Posted: Tue Dec 17, 2013 5:11 am   Subject: The little things: Cool features that SE4 lacks
well I fixed that bug, but the survivor chases the zombie ship around instead. heh.
 
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