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Messages - Huscar

#1
Tested all instant options, looks good really. Aiming was not an issue this time as the vehicles definitly got blown up. Maybe the helicopter has a bit of trouble with it but I'm not 100% sure about it. Oh, and does the chopper have a down key? Tried q but didn't work :(. In case there isn't any: it does kinda need it in order to get to the right level with the service bay.
Well, that's pretty much it, sure it isn't finished but seems to me it's going to be great, runs smooth as well. Keep it up!
#2
Just played the training mission. Looks very good! Graphics may not be topnotch but they're good enough, units look very nice. I noticed the units sent to attack the target had a bit of difficulty actually hitting it. They generally shot above it (this was not always the case, but most shots missed). There were also some minor things I found somewhat annoying. First off the S key would turn the vehicle right around instead of braking, this is somewhat counter-intuitive if you have played a couple of games. Second (and this is just minor) the shots are very bz2ish, makes it look a bit like a bz2-wannabe and I think that would do no right to the great game this seems to become. Last of all, the training mission did not have any combat-related explanations, no biggy, but it just seems to lack something without it (just my opinion)
Well that's all I can think of for now, looks very promissing! I definitely like the unit design. Feels good as well (when making the jump for instance).

I'll test it some more later on, keep on the good work!
#3
Downloading right now, good to see you made progress.
I hope I'm not going to far off-topic with this but could you tell me what graphics engine you used again? I seem to remember you said it was a free one. Looking into making an AI-centered game myself, that's why I'm asking. Again, sorry for going off-toppic.
#4
Overdrive Terminal / Re: Would you pay to play?
October 15, 2008, 12:06:26 PM
I think about 10$ each month, provided it's a good game. I like the idea of an evolving game and some form of refund or free playing time for modders.
If you think about going with the adds I have an idea you may like: if you're in some sort of city environment you could make in-game billboards with real-life adds on them. Just a thought.
Well good luck with your game!
#5
I once made a dll script to do that I think... that was back in the days of wav, I think ogg loads a heap load faster.

EDIT: that was a very basic script and such, didn't preload anything and things like that, also didn't have randomness in it, basicvally it just played 5 tracks one ofter the other, it also had a very long time (about 10 secs I think) in which it stopped the game to load a new file.
#6
Public 1.3 Beta 2 Archive / Re: 1.3 pb2 Impressions
March 05, 2006, 06:46:56 AM
I believ many of the mods do an excellent job at switching themselves on and off with the 1.3 patch atm, but yes what DS sais is still true, you never know if a messy modder left something in addon or the like ;)
or say you have Flesh Strom and something like "Forgotten Squirrels" and they both use FSpilots, FSsaved and FSaddon (FS probably uses folders named differently, but it's just an example)
#7
Well it sais illusive not elusive right? :P
#8
Public 1.3 Beta 2 Archive / Re: Modlog for modders
March 04, 2006, 02:18:11 PM
And here we see how the knowledge evolved. I bet Ken got an even messier form of these commands from sb. else :P
#9
Quote from: Spawn on March 03, 2006, 04:35:17 PM
And mass is much different from gravity. You don't see plates sticking to you, do you?
If I am not mistaken every object excersizes a pulling force on another object (gravity) relative to mass and distance... so yes it is different but very closely related.
#10
Public 1.3 Beta 2 Archive / Re: Modlog for modders
March 04, 2006, 02:01:49 AM
lol, I bet Tempest got them from sb. else too :P
#11
Why wouldn't RD's mass work? :P (as that's basically all that gravity really is)

@RD, go back to bed you've got a concussion. I don't wanna see you around for a week and a half :P
#12
Public 1.3 Beta 2 Archive / Re: Documentation?
March 03, 2006, 08:43:39 AM
no trees or such either on that MPI map? no rec and such makes sense since the needed info from the shell is missing I guess.
Darn now I won't sleep peacefully untill I find out how to change that :P

I think what you're asking for would be more apropriate as a tutorial though...
#13
You ehm... really shouldn't be sitting behind your pc with a concussion.

DS: I think that'd require you to change every single odf there is :P
or, of course, one could write a program that looks through all the files for say, jumpheight (whatever that line is called) and multiplies whatever value it is set at with a given number. Not something I'm able to code though. Actually I can't code a thing.
And not to forget, explosions would look different too, and maybe bio-metal would be floating around insted of staying on the ground.

EDIT. And you'll have to redo pilot animations! Although they do walk funny already...
#14
"once I feel better"

is that because your sick or RL issues? Well whatever it is, GL with it.

Anyhow, I thought you were practically done with it, oh well I guess not. How far did you get?
#15
Quote from: PhoeniX-FlamEehhh vice versa Huscar

bzradar will show everything on the map
I didnt know bzview exsisted till I've read this post
Uhm, yeah I suck at cheating.