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Messages - whitelynx

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101
Welcome to the team, NeoLithic!

I'm Dave, the lead programmer for GNE. 'Nuff said. :P

I don't know how well that will work, if we're planning on doing everything through Trac. I'll have to look at that, but to my knowledge, there's *one* blog. I'll see if you can get it to filter stuff, though. I think you can.
Actually, reading the TracBlogPlugin page on TracHacks, it says that you can put a blog on each page, which afaik means that you can have multiple separate blogs.

I'd love to put the blog plugin in Trac... it requires the Tags plugin as well, which should give us some interesting flexibility as far as organization goes.

102
Bug Reports / Re: Probably not a bug but something on my side
« on: May 20, 2006, 05:30:28 pm »
If i'm not mistaken, we fixed this over IRC a couple days ago... if this is a new problem, i'll take a look as soon as i'm done with targeting. (hopefully sometime this week)

103
General Announcements / New Release Roadmap
« on: May 10, 2006, 12:32:56 pm »
I've just spent some time getting our Trac roadmap page filled out so it can be useful, so now instead of posting roadmaps here, we'll be updating that page. You can find the new Roadmap page at https://adidas.servegame.org/projects/precursors/roadmap.

Dave

104
Precursors / Re: soundtracks
« on: May 09, 2006, 09:00:06 pm »
Perhaps Caenus, Dawn, and I should get togher for a jam session / creation session. It'd be cool to see what we could come up with in the ambient side of things.
If I'm in town if/when you guys end up doing this, invite me! I play a number of instruments (I generally claim around 8, but it depends on how you define "play") and I'm somewhat versed in composition and arrangement, as well as the recording end of things... if you guys ever get up to western New York, I have a studio in my parents' basement.

As far as format support for the game, while we wouldn't want to distribute the music in FLAC format, there's no reason not to include support for it.

Dave

105
Bug Reports / Re: Need to fix the forums link on the main website
« on: May 09, 2006, 08:26:33 pm »
It seems like this has been fixed, but nobody ever replied to the post... at this point, this topic should probably be dumped.

106
Precursors / Re: General Update
« on: May 09, 2006, 07:23:11 pm »
Networking: Networking works like a dream... on linux. It's seriously some of the smoothest networking I've ever seen. It's awesome. Flying around and slamming into people is waaaaaay cooler than I thought it would be.
I can vouch for this. Whenever I get burnt out with working on the game now, all I have to do is fire it up and fly around the asteroids a bit.

107
Precursors / Re: RolePlaying System
« on: May 09, 2006, 07:14:59 pm »
I'd say a limited number of allowed skill focuses depending on what type of character would probably take care of this pretty nicely. Not entirely sure what the number of focuses would be based on... possibly race, or a "memory" stat or something like that... or maybe you just automatically have a "focus" for any skill where both the level of the skill and your character's aptitude (or instinct, or whatever you want to call it) for that skill are relatively high.

108
General Announcements / Adidas upgrade
« on: May 02, 2006, 11:04:30 pm »
Our server, adidas, was upgraded tonight. Basically, we looked around the apartment for the best parts we could find and tossed them all in a new case, and transplanted the hard drives from the old adidas. Coincidentally, adidas is back in the same case it was in 6 months ago.


Now for the juicy part: Our old subversion repository is no more. Now, before you get upset, let me tell you what we've done. We've split it into separate repositories for the game, documentation, and the website. Now, to get a copy of the game, you'll type:

Code: [Select]
svn co svn://adidas.servegame.org/precursors/source/trunk precursors
and to get the gamedata:

Code: [Select]
svn co svn://adidas.servegame.org/precursors/data/trunk precursors/gamedata

If you have an existing checkout, you can switch to the new directories with the following commands:

Run from within the precursors directory:
Code: [Select]
svn sw --relocate svn://adidas.servegame.org/g33xnexus svn://adidas.servegame.org/precursors
svn sw svn://adidas.servegame.org/precursors/source/trunk

Run from within the precursors/gamedata directory:
Code: [Select]
svn sw --relocate svn://adidas.servegame.org/g33xnexus svn://adidas.servegame.org/precursors
svn sw svn://adidas.servegame.org/precursors/data/trunk


The instructions on building the game (found at https://adidas.servegame.org/projects/precursors/wiki/Development/Tips/BuildingTheGame) have been updated accordingly.

That should be it for this update, folks!

Dave

109
Precursors Artwork / Re: Misc. space objects
« on: March 24, 2006, 09:43:32 pm »
* whitelynx looks at the artificial sun generator
hmm... an open version of Centerpoint

110
Bug Reports / Re: Alpha Testing: Suggestions - Bugs - Errors
« on: March 08, 2006, 06:53:34 pm »
I wanted to be able to simulate a sort of joystick from the key board. You would start to move in an upritght dirrection and role off the target. This would be nice for tactical manuvers. You woulnd't want to move strate anyway. Haveing the numbpad arrows (2,8,6,4) to move verticaly and horistontaly without changing dirrection would also assist in tactical manuvers. I think I got yaw confused... I think it would have to be yawright+roleright+up on 9. I think that's what I meant. O.o you tell me. So that in a list would be:
Up+LeftYaw+RoleLeft = 7
Up+RightYaw+RoleRight = 9
Down+LeftYaw+RoleLeft = 1
Down+RightYaw+RoleRight = 3
Again, I think you have them confused... I would imagine you actually want something like this:
  • 7: pitch up, yaw left
  • 9: pitch up, yaw right
  • 1: pitch down, yaw left
  • 3: pitch down, yaw right
I don't see the point in including roll in these. If anything, it would be disorienting.

For now, we won't be able to do this. To be able to do this, we'd need to support scripting of input actions so that we could make new functions that included other basic functions. (like making an "up_right" function that rolls right and pitches up)

Quote
Well When you place your hand on the keypad you notice that your thumb is on 0 and your pinky is on enter. This means that you have access to enter and 0 all the time. Useing the other keys requires a shift of the fingers. I was thinking about putting up 0 as fire, or maybe 5. 5, enter and 0 are the most accessible. You are right about the all stop. That frees up 0 for fireing. I think we should use '.' for stop rotation. I like / and * for switch dirrection. And what to do with '5'...
Ok, what about this: (all on the numpad)
  • +: throttle up
  • enter: throttle down
  • -: zero throttle
  • 5: stop lateral movement (but not forward and backward)
  • 0 (insert): fire weapon
  • /: previous weapon
  • *: next weapon

Something to note in the above list is that we've reworked how the throttle works; instead of holding down the throttle to keep accelerating, each time you press (for instance) throttle up, it will increase your target speed by one unit. There is a maximum target speed that you can set for the ship. (more on this later) Then the ship will automatically use its thrusters to try to match the target speed you set. This way, zeroing the throttle will bring you to a full stop. (at least forward and backward)

Dave

111
General Announcements / Development Release 0.3.3 (.696)
« on: March 06, 2006, 01:41:34 am »
The latest release of The Seventh Game: Precursors is now on our wiki: https://adidas.servegame.org/projects/precursors/wiki/DevelopmentReleases

Please check the known bugs list on that page before posting a new bug.

Now go forth and run into some asteroids!

112
Bug Reports / Re: Alpha Testing: Suggestions - Bugs - Errors
« on: March 05, 2006, 08:51:34 pm »
Since I saw the post of this bug on Trac, I figured I'd come here and find the post that generated it. :-P
Some questions about the suggested keys:

Tactical Movment Suggestion (Keyboard):
Elevation: Up and down numpad 8 and numpad 2
Sideslip: left and right numpad 4 and numpad 6
Yaw+Roll: upleft numpad 7
Yaw+Roll: upright numpad 9
Yaw+Roll: downleft numpad 1
Yaw+Roll: downright numpad 3
Why exactly do we want yaw and roll at the same time? I can only see that making things much more confusing. Especially since there would be no up/down. (pitch is pointing the nose of the craft up and down... yaw is pointing the nose left and right, and roll is tilting the craft from side to side) Instead, I'd suggest using numpad '7' and '9' as roll left/right, and '1' and '3' as yaw left/right.

Quote
Stop in all dirrections: Numbpad 0
Stop in all dirrections but forward and back: numpad 5
Accellerate Forward: numpad +
Accellerate Backward: numbpad Enter
Plasma: Space Bar
Personally, since you're using '+' and 'Enter' as forward and backward, I'd say use '-' for stopping in all directions. Also, if you're aiming to leave the left side open for typing, you don't want to be using space bar... a popular alternative for firing weapons is the numpad 'Insert' key. If we use that, you could even use '/' and '*' for switching weapons if you wanted. (or those could be roll, since they're left/right)

Quote
<!- This leaves the left side of the keyboard free for hotkeys and typeing -!>

Free Flight Controles (Keyboard):
Accelerate: w and s
Roll: A and D
Sideslip: q and e
Elivation: Page up and Page Down
Pitch: Up and Down Arrow Keys
Yaw: Left and Right Arrow Keys
Slow All Dirrections: CapsLock (This way you come to full stop when not pressing

keys)
Slow except forward and back: Space Bar
Ok, this looks like it would be usable... I may change the default keymap to this.

Quote
<!- This allows for an easyer of movement without cramping hands -!>

Toggle Between Tactical and Free Flight: Numlock

Doing something like this would require scripting, since it would dynamically change the key bindings in-game... We will have support for this eventually, but it's going to take a while.

Dave

113
Precursors Artwork / The AR1 Archigos Class Advanced Frigate
« on: February 28, 2006, 01:23:02 am »
Something Morgul and I wasted a few hours on today... hope it doesn't kick your ass too much.

 :P


Dave

114
As an aside, I thought people might be interested in where to download this latest icon of programming prowress. (snicker)

http://www.g33xnexus.com/games/precursors/downloads/svn-precursors-0.3.2.exe

There. Now go away so I can finally sleep. -.-

115
General Announcements / Split precursors project in SVN
« on: December 08, 2005, 05:54:43 pm »
I removed the gamedata and gamedata_source directories from the precursors project in our subversion repository. They now each have their own project. Note that the gamedata is still required to run the game. The reason for the split is simply to make it easier for someone to work on one part or the other without having to worry about downloading massive amounts of information.

To check out the game:
Code: [Select]
svn co http://adidas.servegame.org/svn/g33xnexus/precursors/trunk precursors

To check out the gamedata directory:
Code: [Select]
svn co http://adidas.servegame.org/svn/g33xnexus/precursors_content/gamedata precursors/gamedata

To check out the content source directory: (previously gamedata_source)
Code: [Select]
svn co http://adidas.servegame.org/svn/g33xnexus/precursors_content/source precursors/gamedata_source
Please make sure to check out the gamedata directory inside your precursors checkout (specifically 'precursors/gamedata'), otherwise the game will not run. The source directory is not needed, and does not need to be in the precursors directory.

Dave

116
General / Re: Corrupt a Wish...
« on: November 27, 2005, 03:38:46 pm »
I wish the sample code (actually, more like a web page with PICTURES of the sample Mathcad code) that I got for my SciComp class actually worked. I transcribe the damned things exactly as he has them, and they work! But only for the first iteration - after that, I get radically different answers!

It works reliably, but takes 10 hours to finish calculating a single answer.

I wish I could get something done on networking. (coder's block is a bitch.)

117
General Announcements / Re: Release Roadmap: v0.3.1 - 0.4.0
« on: November 16, 2005, 11:04:03 pm »
Updated with our latest plans for development.

118
General Discussion / Re: Holy...... Crap!
« on: November 16, 2005, 09:45:33 pm »
Personally I'm happy with the one in my lappy... GeForce Go 6600 128MB... my laptop kicks the shit out of my desktop, which has an FX5600 in it

119
General / Re: Corrupt a Wish...
« on: November 14, 2005, 10:35:19 pm »
You forgot to de-beak your headcrab, and he eats Reaka's brain. She traps you in a bear hug in your sleep, and you slowly suffocate.

I wish I had wikipedia stored in my brain.

120
General / Re: Corrupt a Wish...
« on: November 14, 2005, 10:02:36 pm »
Your iPod comes in the mail, and looks perfectly normal except for the black and grey tubing coming out of the back and going up the earphone cord. When you put in the earphones to listen to it, it activates and assimilates you. You are now a Borg named Broomhilda.

I wish PC Accelerator was still being published.

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