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I'm on AIM a VAST quantity of time. If I'm not in NOVA or SoA, I'm on AIM. Contacting me there isn't that hard.
Status update - Jjaro and Nar ships will be ready for their big sprite render as soon as school restarts. I'll pile up a render que and let it fly. 14 hours per race SHOULD be plenty. Then I'll bring the suckers into Ares color table (I hate that thing).
Next up - Set up for the "fricking massive batch render, parts I and II". Rework Darkk.inc and improve macros. Redo Vertakk with the improved macros. Batch render them. Re-render misc artwork for them. Re-work the Jjaro weapons. Balence ships/weapons. Work on Plot. Work on Levels. Beta test. Release.
------------------ Seen on a Claymore anitpersonell mine: "Do not eat"
Quote
Originally posted by Sargatanus: **I think you misinterpret the "finished plot" notion. There isn't one concrete file containing it, just a bunch of notes, ideas, and a summary I sent to Hammish. And judging from the feedbak I've gotten on it, it still needs work. Perhaps we could arrange a time to sort it out once and for all?
**
Hmmm, that sounds good to me - although I don't think that it could really all be sorted out in just a meeting. If you sent us the summary beforehand, however, we could probably get a lot of sorting done in a single meeting, even if not all. Anything I knew of the plot has been either exteremly vague outlines or forgotten.
------------------ CCS Sacred Promise (DE H c-3) o SCS Pillar of Autumn Our conviction is like an arrow already in flight. Your life will only last until it reaches you.
Originally posted by Fleet Admiral Darkk: **Then I'll bring the suckers into Ares color table (I hate that thing). **
Except that it's mandatory for the way SMIVs work. Each pixel refers to the address of a color on the table, and the first digit in Hex can be ignored to quickly shift color to Tan or Green or whatever.
However, we could get 4096 colors and an alpha channel for twice the space and a performance decrease - and since Ares is small and uncomplicated by today's standards, these wouldn't be major problems, at least for me.
To demonstrate, a Hex address of 0xF1 would refer to color 241 in the table, or alternately to 1, 17, 33, 49, etc. as desired for rapid color switching.
However, one could easily use ARGB as the Hex for a color, such as 0x9277, which would be slightly transparent, and a lot closer to the M:Inv color (0x1A6B76) than is present on the Ares Color table.
Color switching couldn't be so easy, and an alpha channel would decrease rendering speed, but not so significanly that a modern computer would have trouble dealing with it.
(This message has been edited by Pallas Athene (edited 03-31-2002).)
Midnight, any night for the next 3 months would most likely work for me.
STATUS UPDATE:
Plot outline finally finished, 80% of levels plotted.
We will see this thing produced yet.
Can we work on getting another site up? f2s seems to be dead.
------------------ (url="http://"http://www.dissectional.com/swf/index.html") Dig a little deeper (/url) (url="http://"http://www.axisnet.f2s.com")=Axis Software Integrated=(/url)
(This message has been edited by Sargatanus (edited 04-03-2002).)
I'll see about the Website problem... In the meantime, the Frigate's near-redone, and I'm thinking of adding some tricks to it in-game.
------------------ Using an MW3 Tight Beam since '99
I'm going to work on reducing render times, so that sprites can be finished more efficiently.
Don't render, rendering's a bad bitch.
------------------ "Imagine a schoolbus full of teenage boys in the sun in the summer with the windows shut and the AC off, all high on PCP." "You're that psychotic?" "No, I'm more psychotic."
Because of some odd error while trying to access Darkk's iTools Public folder, I was accidentally able to register for iTools. Links have been fixed, and I may put an interim website in there for a while.
Goody. I'm gonna hafta work out render-time reducers. 36 hours PER SHIP is totally unacceptable.
(Durandal) I am a an ass indeed, you may prove it by my long ears. (/Durandal)
I'm a fricking moron. I forgot to split my unions! Render speed instantly becomes 2x or maybe 3x.
Say it: "For Darkk's a total moron, which nobody can deny."
Next topic: Sarg, we need to discuss the rest o' the levels/plot. AIM, because classic won't go online, so no GR :frown:
Just spent a night on a Destroyer. No work, of course, but thanks to the information I collected while there, I've started to rethink the armament on UESG ships - I'll have a set that more accurately mirrors modern Naval Warfare soon.
By the time I wake up this morning/afternoon, the Worldship render might be done. All that would remain is a nice compositing experience, thanks to the new versions of p2s and GraphicConverter.
I'm going to hate to have to use OS9 for the Hera work. Ah well, I get to keep it X while the Jjaro ships are rendered (and if I want to re-work the Vylae, which I probably will).
Um ya.. Sounds good. I rember reading someting about this at one point... I think. Well anyways I'll beta test it when that comes time. Just email me at stuartjager@yahoo.com and tell me where to get it or send it as an attachment..
Jager
------------------ Flame wars are wrong. So why are they so much fun?!? (url="http://"http://saberstudios.evula.net")Saber Studios(/url) | (url="http://"http://saberstudios.evula.net/hsgr.html")The Homeschoolers of GR (/url) | (url="http://"http://evula.com") EVula's Lair(/url) | (url="http://"http://home.attbi.com/~e-gamerguy1/bfs3/index.html") BSIII Home Page (/url)|(url="http://"http://evforums.n3.net/")Unofficial Escape Velocity Forums(/url)
Update - Jjaro Fighter, Corvette, and Destroyer appear to be done. Yay.
Now comes the Dreadnought/Battleship/Carrier.
Tomorrow I do the EMRS/Warpship/Transport.
3 days later or so I'll work on the Vylae sprites.
BTW Pallas, did you offer to debug/balence my ships too? I'd like that, as it would give me more time for level work.
New update - Jjaro EMRS finished, Foldship and Transport renders bad, must redo. At least they're not taking as long as I'd thought.
Pallas, you've GOT to either send me the updated Nebulon ship graphics (or at least the ones you didn't send in the first place), or take my current set of Nebulon ships (I'll remove the SMIVs to make it easier to d/l) and work with it.
Foldship render first frame done, estimates indicate 11-12 hours total render time.
(This message has been edited by Fleet Admiral Darkk (edited 04-12-2002).)
I'll test. I'll send you the Neb graphics. Just as soon as my head realizes 2+2=4 and you tell me what ones you need. Only happens when I'm on the right computer, too.
Dang, I'm not quite sure. I can't start classic to check now, I've got a render running. I think it was the Dred, Carrier, Station, Transport.
Sorry about yesterday; I should know better than to give counsel to internet sympathy hogs. Here's one of my ideas for a net level:
King of the Hill: Real simple-each player starts with a planet with an uninhabited planet in between. This planet produces no resources, but (if hera allows) it generates points or something similar to measure how long a player holds the planet. Whoever holds it longer throughout the match wins.
Seems simple enough, I think. Let me check Hera... Hmm. Not quite that simple. Although it is possible.
We have 2 conditions that alter the score. 0. If player 0 owns planet 2 incriment score 1 of player 0 and create INVISOPULSEA. 1. If player 1 owns planet 2 incriment score 1 of player 1 and create INVISOPULSEB.
The pulses will have a 1 second lifespan. INVISOPULSEA expire action: alter condition true yet 0. INVISOPULSEB expire action: alter condition true yet 1.
Winning will have two conditionals. 2. If counter 1 of player 0 ≥500, win player 0 next level -1. 3. If counter 1 of player 1 ≥500, win player 1 next level -1.
If we wanted to make it harder, condition 0 would decriment player 1's score and condition 1 would decriment player 0's score.
Does anyone know if counters can go negative? If they can't, those decriments could give a player who steals the base at the last second from someone who'd gotten it early in the fight and hung on a fighting chance.