Jump to content

Brit

Members
  • Posts

    1,015
  • Joined

  • Last visited

Posts posted by Brit

  1. Today I saw the AI drive a tank by a city and 4 capital ships of mine could not bombard the city. They could fire onto the tank but not the city.

    Was the enemy tank in the same location as the city, but not actually inside the city? Just wondering if maybe the interface was blocking you from hitting the city because the orders kept being set to attack the tank.

    On the other hand I flew a transport away from the AI into a city with several other units and had the AI fly planes after it and was able (like surgery) to single out my transport and hit and kill it only (strange). :(

    Sounds like the issue that was brought up recently - I need to block the AI from being able to target individual units inside cities. The code used to setup AI attack-targets is different from the code used by players to attack targets, and there's different behavior, but they're supposed to work the same.

  2. Full support coming from Finland, we have a gaming weekend coming in few weeks. 4 pieces of full game bought, hope this helps a bit with your development. We are also advertising this to all our friends!

    What a great game we all have been waiting since old Empire, classic c64/amiga game we all played a lot.

    Good job, and humble thanks!

    Thanks for the support. Hope you have a great time!

  3. Hi Brit

    I have found my planes running out of fuel at times.

    It seems to be when you patrol them beyond limit, with them to land at a nearer base.

    If they encounter an enemy patrol they will follow and then not make it to the new base, but rather try for home!

    Doesn't seem to matter what orders you give them.

    Something to look at for your next patch - once you've finished programming an AI thats acceptable to NASA and more importantly, 'BillyNoMates' lol

    Someone else reported that bug recently, too, via the bug report. I haven't gotten to fix it though. Thanks for the heads up, though, since it let's me know how many people are seeing an issue.

  4. Hello,

    I asked some time ago about the DRM of the game, which seems to have been completely dropped. Is this true? I was hesitant with the purchase because of it. If it is really DRM free now, you got yourself a sale. :D

    Also have you thought about contacting RockPaperShotgun with a Review version for them maybe? I always have the feeling that a review ("wot i think" they call it) helps sales, because their crowd is always interested in fresh games.

    I do not know if this game is considered to be "indie", sure feels to me like it is though. Maybe you could also try to set up a deal with the next Humble Indie Bundle if that makes any sense (and if there is going to be a next one of course)? I have no idea how they do it, if there are restrictions and so on.

    Hi USF. I did see a couple RockPaperShotgun blog entries a little while ago, around the time the game was launched. I don't think they played it, and the entry wasn't that great. I suppose it's better than nothing, but their comment was something along the lines of "hide your dads!" or something implying that most modern gamers wouldn't be interested in the game, only the old-time gamers would be.

    Yeah, I think the game could be considered indie. It's actually a one-person job, self-funded. I had also talked to the humble bundle guys a while ago. They had two or three requirements. Being DRM-free was one of them (which now the game is DRM-free), but their other requirement is that the game run cross-platform (Windows, Mac, and Linux), which it doesn't do.

  5. How does one attack an enemy unit in or beside a city?

    The AI threads a needle and always kills my sea and air transports in my cities.

    If I target the city I can not target any units in the city while outside the city I only can target one unit while the AI has several units.

    :(

    I think it must be something with the way the AI sets up his orders, and I need to block the AI from being about to target units in cities the same way he targets units outside cities.

  6. I'm running a PBEM game from a laptop and would like to move that game from the original laptop to another computer. I tried moving the PBEM data file but that didn't seem to work.

    Is there a process or is it not possible?

    You need to move the PBEM file, any events in that same directory (there probably won't be any, but there might) and you need to move the save-game file. It will be called something like Domination80-Feb1-Server-P01.game. By the way, the PBEM file contains data for all your PBEM games. You aren't trying to move just one game to the new computer, and keep your other games on your old computer, are you?

    As far as posting bugs: this is the correct forum area to do it. You can also send me a bug report via the in-game bug report tool. It doesn't matter to me either way.

  7. Okay, the section of code here involves the setup of the sound system (OpenAL). What seems to be going on is that the software can't find a device to play sound through. Are you running VMWare by any chance? I'm asking because a google search found someone else had a similar problem (with a different application) and thought maybe it was caused by the VMWare. Also, if you'd like, I can pass you an older version of the game just to see if it starts up okay. My guess is that old versions won't work either, and something changed on your computer between when it used to startup and now, when it won't startup. I haven't touched that section of code in a long time.

    I might also be able to change the code so that if the sound-system doesn't startup, the game will still start but without sound. I could also give players a warning about the lack of sound.

  8. Notable Changes/Fixes:

    - Fixed bug: there was a problem in the AI trade when the AI wants to sell resources that can be exploited by human players

    - Added a button to the preferences window that allows old game data to be deleted (important when the game save file is too large).

    - Fixed a bug that would sometimes hide the borders for human players

    - Multiplayer online games will automatically save a backup copy so players can recover from crashes

    - Added some debug information to the Debug.txt file to troubleshoot problems a player was having

    - Changed some things with the PBEM system to hopefully fix some download problems

  9. A few versions back you could see the group designator if there was a group of subs that wouldn't normally be visible. I haven't checked to see it that was fixed already.

    I ran a test to see if this was happening. I wasn't able to reproduce this bug. I flew some aircraft directly over another player's sub group, but didn't see them. Let me know if you see this bug. If you do, let me know if anything unusual was going on and I'll try some variations to try to reproduce it again.

    BTW, do you have the planes running out of fuel issue on the bug list? I know this is still in the latest version. Happens occasionally when planes try to intercept other units near the edge of their movement range (on max patrol, but encounter something to chase/fight).

    Update: I'm trying to reproduce this problem, but haven't had success yet. My tests involve putting an enemy destroyer at the edge of the plane's movement range, so it discovers it right at the edge of its range. I also tried sailing enemy ships past my city, so aircraft would come out and attack. Neither of these setups cause the aircraft to crash. Maybe the problem happens when your aircraft spot other aircraft and try to chase them down? I'm not sure. If you have any more details on this, I'll have to take a look at them so I can reproduce this bug. If you have any saved games where this happens, that would be useful.

  10. Subs are a problema in the game and need sorting - maybe a depth factor?

    Are the subs appearing on top of other units? If so, then I need to adjust something. Just wondering because there is a system to adjust the sorting order of units (subs on the bottom, surface units, then aircraft, then space objects like satellites).

  11. Hi Brit

    Yep thats studio Max.

    I watched your video on creating a unit so it would be handy to have your files with all the settings, etc. My email is --.

    So you can eat again now??

    I was thinking about this the other night, and I realized that it's harder to turn the 3D Studio files into the 2D images needed by the game than I initially realized when I saw your post. I actually use some scripts with Corel PhotoPaint to resize the images, sharpen them, and add some black outline (which helps set them off against the terrain background). If you render them directly out of 3D Studio and turn them into 2D images, they don't stand out that well against the background, and they don't quite look like the images already in the game.

  12. 11. Change 'can contain' to weight factor so transports can be more editable and realistic i.e. can carry 5 paras or 1 vehicle.

    There is already a way to do #11. Every unit has a "this unit's size" variable. Most units are size 1. There are a couple units that are size 2, however (I think the Nuclear SRBM and ICBM are size 2). This means you could setup some rules where, say, paratroopers have size 1, infantry has size 2, and tanks have size 4. If you have a transport with a "container size" of 8, then you could put different combinations of units inside of it:

    * 2 tank units (2*4 = 8)

    * 4 infantry (4*2 = 8)

    * 8 paratroopers (8*1 = 8)

    * Or some combination, e.g. 1 tank, 1 infantry, and 2 paratroopers (for a total size of 8)

  13. Ran update. Hmm. I guess it was not fully updated. I am making progress. The program runs for almost a second before it disappears!

    I am now getting a little more info from debug.txt. Here it is:

    This file is used for debugging the application. It is temporary, and can be deleted.

    2011/01/22 10:59:52: CTWDxApp::CTWDxApp()

    2011/01/22 10:59:52: CTWDxApp::InitInstance(), Command Line:

    2011/01/22 10:59:52: CTWDxApp::InitInstance(), Version 1.01.16024

    2011/01/22 10:59:52: CTWDxApp::InitInstance(), 1

    2011/01/22 10:59:52: CTWDxApp::InitInstance(), 2

    2011/01/22 10:59:52: CTWDxApp::InitInstance(), 3

    2011/01/22 10:59:53: CTWDxApp::InitInstance(), 4

    2011/01/22 10:59:53: CTWDxApp::InitInstance(), 5

    2011/01/22 10:59:53: CTWDxApp::InitInstance(), 6

    Based on this information, it looks like the application is crashing while setting up the sound system. In this section of code, the game starts up the sound system, loads some sound files, and loads the game music. I am putting some more detailed information into the system to nail it down more accurately. Do you have any kind of unusual sound setup on your computer?

  14. As I understand it (could be very wrong), a dll file is a snipet of code reduced to binary form. If so, then I believe one will need a lot more than just a knowledge of C programming to 'mess' with the file.

    The source code to build the AI dll will be there. This means you'd need some knowledge of C++ and a compiler.

  15. We tried playing last night but I could not get mp to work. I got it to the point where my name was listed under users but could not see my friends name.

    I may need to mess around more with my router settings. I have the windows xp firewall off as I use Bitdefender for security but don't think that is an issue.

    I'm kind of at a loss to figure this one out. Do you have a spotty or slow internet connection?

  16. This file is used for debugging the application. It is temporary, and can be deleted.

    2011/01/21 23:35:25: CTWDxApp::CTWDxApp()

    2011/01/21 23:35:25: CTWDxApp::InitInstance(), Command Line:

    You should be getting more information than that. Are you running version 1.01.16024? I added a bunch of new debug information to it.

    Right now all I am getting after entering the activation code is the demo. Maybe by now I have downloaded too many times.

    But even with the demo is a brief blip of a screen and it goes back to the dekstop.

    By now I am suspecting that something is wrong down in regit.

    The program did work for a while and after you switched your method of protecting it, it stopped working. If I understand what you have done.

    I removed all the copy protection. The game doesn't use the registry for anything except to remember where it was last installed.

    I have just downloaded to another machine. This one runs XP not Win 7. It is not the machine I normally use.

    The XP machine game does work though I would rather run it on the Win 7 machine. Again I am guessing it is a registry issue.

    I haven't heard of any issues with Windows 7, but it might have something to do with other software (e.g. antivirus) you have on the machine. I'm not sure. At least we know you have the right version, since you're running it on your XP machine.

  17. So, you're deliberately trying to start another flame war? You and slaver. Very immature.

    For the record, we all know this game is a masterpiece. But also we all know, or should know, it still has a major flaw.

    Brit, since you're looking at making an AI.dll public, does this mean you're not going to be able to work on those changes we discussed in the other thread? Since you left it hanging I'm just wondering.

    Shrug. I don't know. I've been doing work on the weekends, but not much during the week. It's Thursday morning, I actually haven't touched any of the EOS code since Sunday night.

  18. Hi Brit

    Yep thats studio Max.

    I watched your video on creating a unit so it would be handy to have your files with all the settings, etc. My email is ---.

    So you can eat again now??

    Okay, I've got your email address, so you can delete it from your post if you want to hide it from bots. Were there any files in particular that you wanted? Just wondering because there's something like 40MB of files in total.

  19. Just a few changes:

    - Rules Editor, Fixed bug: under certain conditions, buildings wouldn't show up in the rules editor building list

    - Changed the way that border lines are handled (I think players will like how they work a lot better now; the borders don't just disappear like they did in earlier versions).

    - Added some debug information to the Debug.txt file to troubleshoot problems a player was having

    I wanted to get out an update before I got very far into the work of breaking out the AI into a DLL.

  20. This file is used for debugging the application. It is temporary, and can be deleted.

    2011/01/10 20:05:16: CTWDxApp::CTWDxApp()

    2011/01/10 20:05:16: CTWDxApp::InitInstance(), Command Line:

    At some point I was getting an actual screen but it wanted and had the serial number.

    Hey, Bryce. I assume you're still having trouble. Could you get the latest update and let me know what the Debug.txt says after you run the game?

  21. Hi Brit

    what does the image editor do?

    You can add new unit images and unit animations to the game. You have to have them in png format before they can be added.

    Also whats the chance of getting hold of your SMax files for units?

    SMax? Is that short for 3d Studio Max?

    I would like to add/ change some units without ideally starting from scratch!

    If its a no no then noproblemo!

    Sure, I don't mind. I wasn't sure that anyone would be interested in them. Not that many people are interested in creating their own images, and not that many have 3D Studio.

    Keep up the good work - when do you start at Nasa?

    I started on the contract two weeks ago. I'm not working directly for NASA, just picking up a contract with them.

  22. I know this isn't relevant to EoS, but I thought as a new NASA contractor you might like to see my little amateur pet project!

    http://www.bay12forums.com/smf/index.php?topic=75230.0

    It's essentially a text adventure game where you play an astronaut. Simple. I've been teaching myself python extremely slowely over many years, and i'm finally at a stage where I can complete a program!

    Its not finished at all, within the week I'll finish up the basics and have a working Mercury/Vostok program. Once this is done however, it's largely entering statistics into the code rather than actual coding so it will probably advance to the Apollo stage very quickly.

    I'm making it for me, it's probably going to be too simple for anyone else to like anytime soon. But i'll be putting the code up anyway on that forum as people have helped and given ideas on it.

    Deadmeat

    P.S. people have had some good ideas programming wise, if any of you have any ideas whether they be programming or just ideas, feel free to chip in!

    Interesting. I'm sort of doing an astronaut game as well. Is your game playable? Downloadable or just on the web? I didn't see any links anywhere.

×
×
  • Create New...