Raem_Lylar wrote:Wow, such rude people... (thinks of my advisers and shudders) Please people nothing you can say will get me to spill anything.
I am not so sure it is rude, it just is hard to see where are you going with this, and they have expressed themselves in the manner they saw fit.
And for your information i like to brag and i was punished for it. I cannot discuss this any further or explain anything that has occurred on this thread, do what you will.
(try to picture yourself bragging about classified stuff your working on, getting caught and then being unable to defend yourself against skeptical developers)
Yeah, we can see the bragging...which some people think is rude in itself, since it is all talk, and nothing to show for it. You can't say you expected anything more, without at least showing something, be it a screen shot, or whatever.
However my findings of the corrupted saved games i can say are true.
*What* findings? I haven't seen anything? "its an uncommon bug and extremely rare" doesn't give us much info...
I will however try and make some improvements to the original code so i can actually show you guys something. (i seem to use "however" alot i noticed)
But I'm not very good with this mess you call a game...(speaking of code, not actual game, mind you.)
Heh, well, the source is still mostly all pumpkin in the critical areas. Not the best source code to work from, but then again, not the worst either.
And its an automated program that can convert engines, script and language(like a convert wizard of sorts).
Even the best conversion software would have a heck of a time understanding, let alone converting warzone's source. It isn't as simple as a pascal2C converter. While the scripting could be doable via a converter, the engine itself? That would take one heck of a heuristic algorithm, unless we are talking some kind of a straight 1:1 port?
Guess i will talk to you again in a few months, because thats how long it will take me to even guess how to fix pathfinding.
Eh? You said you fixed it, and now you have to guess how to fix it?
Hope i cleared stuff up ':) i certainly tried to...
Um, no, you added more confusion. :-S
Well the problem here is that it raises the games minimum system requirements.
That don't matter. Really. Still would like to see it!
Units will get stuck if units are both advancing and retreating through a choke point simultaneously, even with path finding fixed.
Then how is the path finding fixed? If you have units going both ways down a narrow lane, then the path finding should make a new route for all the units to follow in the correct direction. If they can't then they should move off to another area, and wait there.
Targeting, they shoot what you tell them to, i also enabled support for weapon/system combinations. (imagine artillery with its own sensor!) Multi-turrets also have to be researched before use.
Sounds good. The original code was in no way finished. How did you tackle the design limitations?
I changed much more then text files... i changed hard coded stuff as well, the text file is useless with out the code changes.
I don't think it would be useless, you modified the damage values to balance it out.
The units simply glow green, i used the games built in plasma animations from the nexus plasma mortar. (it also looks stupid... but hey you want shields whatcha gunna do?) EDIT: It looks like your units are on fire from flame weapons but the fire is green.
Hmm, so they all look like they are in a green colored flame? What kind of frame rate hits did you get? What happens when you have lots of units on screen, all firing at each other?
I changed the games engine, it is property of Microsoft Game Studios, i cannot give out anything i created using it. And i attempted these changes with wz current engine and it was an epic fail. I also changed the language to something experimental MGS is working on.
Your using XNA? So it is either C# or F#? Or is this something else?
If you take over an AI player and delete that players building or command that players units the game will crash eventually afterwords. To the system the structure is still there, so when it goes to search for it and it doesn't find it... well... CRASH!
What do you mean by taking them over? I assume this is with the debug menu, since there really is no other way to control the AI's units...
EDIT: Corrupted saved games are caused by overwriting the same file every time. Always using the same file in other words, never creating new ones.
This is un-fixable. You will just have to warn people to NEVER overwrite.
Un-fixable? It deletes the game file first, then recreates it. I did this 5 times, back to back, and it still loads/saves fine. It seems fixed to me?
Well, anyway, this turned out much longer than I thought.
If you can't show the source, or screen shots, or anything like that, you can still talk about what & how you changed it.
This is all warzone code we are talking about, and that would have nothing to do with what tools/libs you are using, so your safe in that aspect.
Most of us are here for the learning/fun aspect, so lets have a discussion on how you changed/fixed things, not with the tools/libs that you used, since that can cause issues for you.