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 Post subject: more eye candy (idoe movie)
PostPosted: Sat Apr 21, 2007 11:59 am 
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http://video.google.com/videoplay?docid=3202654277053813907
i haven't posted anything here in awhile, so i recorded some of the testing that I was doing today.

The combat at the end runs at around 110 frames per second on my computer (its only going at 50 in the video because of the "Fraps" video recording software).

Combat movement is more or less non-existant at the moment, so the battles are fairly static. There are a whole bunch of problems with firing that I will be working on over the next couple weeks.

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PostPosted: Sat Apr 21, 2007 11:37 pm 
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Looking damn nice :)

Keep up the excellent work!

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PostPosted: Mon Apr 23, 2007 12:22 am 
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thanks a lot! I will try and post more, although progress has been slow because of the combined effect of college+ 2 jobs...

I would try and release some kind of demo, but honestly I think people would be bored and dissapointed. There is almost nothing that the player can actually do at the moment, besides order the fleet to move to another planet. there is a "testing mode" so that players can set up custom fleets, but the firing is all screwed up at the moment, and ships rarely hit their targets....

also I'm drunk. Guiness+ german beerW+ being 21== good time

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PostPosted: Mon Apr 23, 2007 12:44 am 
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nordwindranger wrote:
also I'm drunk. Guiness+ german beerW+ being 21== good time


Ever tried Guiness Genuine Draught? It's Draft's evil twin brother. I salute the man who downs a four pack of those beasts in one sitting. :mrgreen:

Otherwise... it's all Sam Adams


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PostPosted: Mon Apr 23, 2007 1:06 am 
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hmm well the bar i go to in green bay (st brennans) has guiness on tap (out of a keg)!

not sure If I've had "draught" or not. I had a bottle of Guiness extra stout before I went to the bar, its a little more bitter than regular guiness.

I bought some Beamish once, it came in cans and was a bit thicker than guiness but tasted similar. good brew. Another good dark beer is Beck's Dark, which gets extra points in my book for being german.

I had 4 guiness at the bar (and about 4 or so bottles before hand) , perhaps I get a salute? I must admit that I don't drink nearly as much as I used to. I think my personal best for Guiness is around 9 16 ounce cans. The bar I go to has 20 ounce glasses, so I have not done too bad. I'm sure we would have had more, but we all had to get up in the morning. Trying to get good grades and working a couple jobs are to blaim as usual.

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PostPosted: Wed May 02, 2007 9:26 pm 
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Hey NordWindRanger,

I noticed on your blog that you were having trouble with firing code.

Do you have the trouble even if the ships are not moving?


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PostPosted: Wed May 02, 2007 9:41 pm 
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Hey Jezus, its good to here that someone reads that thing (i assume thats my blog on gamedev.net right? my regular blog has pretty much been abandoned for now)

yup the problem happens whether the ships are moving or not. In fact ships really only move when they are going into hyperspace at the moment. Most of the code for movement is already in place, but I haven't gotten to writing the ship ai that will tell it when to move. This will be pretty easy, but fixing the firing code is first on my list.

The problem with the firing code is that if a target is not in front of the ship that is firing, it will usually fire shots at completely the wrong angle. I've posted some questions on the microsoft game programming forum, and the gamedev.net forum, but haven't gotten much useful back yet.

I'm sure I will be able to figure it out the next time i have a day off that i can waste looking up some ideas (probably will be this upcoming tuesday).

If your interested in seeing the code (and havent seen it yet) I included it with my post last sunday
ttp://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=443393

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PostPosted: Thu May 03, 2007 1:33 am 
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I actually realy like reading it. I just wish I had the time to attemt something like it myself.

Mind you, I SUCK with vectors and 3d graphics. Not helped by the fact that I installed VS2005 C# express along with XNA in a VMWare virtual machine, which I then found out won't work as it requires hardware excelleration. #sigh#.

I'll take a look though.


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PostPosted: Sat May 05, 2007 7:15 am 
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I do not know these classes so I am of no help.
However, isn't it possible that the firing vector coordinates are commuted?
I mean let say the X and Z are commuted for example. In this case when the target is on the Y axis, it will work correctly, in any other cases, well, the direction will be wrong ...


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PostPosted: Sat May 05, 2007 1:36 pm 
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yeah that is more or less the problem--although im starting to think its not so much an error as a result of my not taking into account some other factors.

I made a higher resolution video thats kinda neat--I'll start a new post so that it shows up on the front page of the site :P

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