Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Toady One

Pages: 1 ... 664 665 [666] 667 668 ... 710
9976
Slaves to Armok: God of Blood / Re: Tarn, someone has stolen your idea
« on: March 13, 2004, 05:39:00 am »
They should be the same as the current release (I don't know the specific numbers).  I don't expect projectiles to make things any slower.  If they do, I'll change them.  In case the new textures blow out anybody's memory, I'll add an option to go back to the old ones.

9977
Slaves to Armok: God of Blood / Re: Tarn, someone has stolen your idea
« on: March 11, 2004, 03:54:00 pm »
Microsoft is up to something -- poor documentation of their OpenGL implementation.  All of my textures had been compressed to 16 bits because I said that an RGB element has 3 components, which it does.  However, if you say it has "GL_RGB8" components, you suddenly get 32 bit color.  Everything looks a lot nicer now.  There's still some pixelation, but the trees for instance look much better.  I'm glad I've been working on these silly graphics games lately, or I wouldn't have spotted this one -- one of my bitmaps in one of my silly games was insanely posterized compared to what I had drawn.  Now it looks nice again.

Area exam in 6 days.  Then I sleep for a week.  Then maybe I'll get something done.  Who knows.  Life is death.


9978
Slaves to Armok: God of Blood / Re: Tarn, someone has stolen your idea
« on: February 24, 2004, 10:53:00 pm »
They've improved on it too.  I don't think Armok will ever have jet powered flying surfboards in the desert...  my loss.

9979
Slaves to Armok: God of Blood / Re: More ecostuff
« on: October 25, 2002, 01:25:00 am »
There are swarms of little creatures now.  These are critters like ants, although I didn't check if there were cute miniature swarming mammals and reptiles.  I suspect so.

Now I'm going to allow the player to pick up clods of dirt and crush them and stuff.

Then travel interface...  then massive amounts of clean up.  Things are more done than they were a while ago, anyway.


9980
Slaves to Armok: God of Blood / Re: More ecostuff
« on: October 18, 2002, 02:17:00 am »
I've added grass.  It can be all sorts of colors...  right now it just changes the color of the ground.  There is a grass model though, so if you were to pluck up some grass you'd have one blade going up and some roots on the bottom.

9981
Slaves to Armok: God of Blood / More ecostuff
« on: October 17, 2002, 10:26:00 am »
I've finished all of the animal placement in the ecosystems, except for the really small stuff...  that means grass, twigs, rocks, ants, beetles, worms...

I should finish grass tonight, and the other things this weekend.  The last fundamental element I need to work on after that is the travel interface and map knowledge.  Then I'll conclude with lots of frills, including crushing items, as per Zonk's request.

Then it's magic, clothing, and Mayhem Visits the Quaint Thorpe (in that order)...  I never thought I'd see the day...


9982
Slaves to Armok: God of Blood / Re: Save/Load
« on: May 03, 2002, 03:03:00 pm »
This is going to drive me crazy.  I fix things.  Then it works.  I test it a lot.  Then I release it.  Then it stops working.

I'll try to get ANOTHER fix release up today.


9983
Slaves to Armok: God of Blood / Re: Save/Load
« on: May 01, 2002, 10:08:00 am »
Saving and loading is done.  Not thoroughly tested, but done.  I was able to reload a game and run around again.  I have to take off for school now, and I have linear algebra office hours until 6:15 PACIFIC, but I will try to put up a version tonight.

Corpse processing got fairly screwed up sometime during this process.  That isn't a big deal, so I'm going to go ahead and put a version up.  Then I'll try to fix that and the boatload of fatal crash bugs that people find with the save/load process.  Once things are running smoothly (and I get up to something like a 'p' or 'q' release), it's off to the editors!  And reptiles and insects!  And human without tails!


9984
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 30, 2002, 09:19:00 pm »
He he.  Almost done with save/load now.  Just need to do creatures.  Might be done with that tonight, depending on annoyances...

9985
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 28, 2002, 11:14:00 pm »
I didn't quite make it -- and I'm not nearly done yet.  I've been hitting a number of bugs.  Although I've dealt with the ones I've found, I still need to write most of the save/load game functions.

9986
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 28, 2002, 01:12:00 pm »
I've written up all of the menus.  I just need to make the function that saves games, and the one that loads them.  It should be fairly straight forward, although a bit tedious (if you save the game when something is attacking you, it needs to save that action, for instance -- there's just a lot of things that need to be put on disk).

I'm still not sure if I'll finish tonight -- one of my friends is taking qualifying exams in a month and is starting to stress a bit about them, so we're going to talk over some problems tonight, I think.  I don't know exactly when, but I won't have a full programming evening tonight.


9987
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 27, 2002, 10:07:00 pm »
I managed to fix it up, although it still feels vaguely unstable.  Maybe I'm just not used to it yet.  Save files are way too big right now...  there's a lot of worthless information stored in corpse pieces for instance, and the game saves every little tissue chunk that was torn off of your player or anything else at any time.  The ability to travel all quickly around the world (which was never meant to be permanent) also allows a player to bloat the file pretty fast with empire/town/building information and so on.

For example, after playing a few fairly simple games in the same universe, my file was around 700K.  Of course, those Woolly Bears tore my last player into pieces for a long time before she finally died.

In any case, I have to finish actual save games before I see how large these files will actually be.  Then I can think about trimming them down.

To end on a positive note, actual save games were the last thing I was planning before the release.  I might be able to finish it up for Sunday night, maybe not.


9988
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 27, 2002, 07:54:00 pm »
I've finished the universe save/load functions.  Technically.  For some reason, empires and dropped items disappear on load.  I'll try to puzzle this one out tonight.

9989
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 26, 2002, 10:53:00 pm »
I finished most of the universe saving functions today.  I'm going to try and finish those tomorrow, and do the actual save game functions on Sunday.  A Sunday release date is looking really unlikely, because the cleaning I did before has totally screwed up corpse processing.  Maybe I can still make it.  I'll give another update tomorrow...  I have to go to sleep early so I can finish grading and entering grades into the computer by the deadline.  7AM...  I'm not sure I'll survive getting up that early, but it must be done...

9990
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 25, 2002, 10:42:00 pm »
I survived the grading experience.  I've finished up all of the clean up nonsense, so I'm back to saving.  The cleaning has doubtless introduced 129873987 new crash bugs.  I've caught 2 of them.  A wiley quad clawed and bit me to pieces (there were bone chips and skin chunks scattered around) without a crash, but I haven't tried applying pressure or corpse processing yet.

Pages: 1 ... 664 665 [666] 667 668 ... 710