Search found 861 matches

by noelte
Tue Jan 17, 2006 9:10 pm
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 4056

First, i'm happy about fo handle orders right now, so i don't suggest any changes. ---- about race situation and after turn orders: To me, this can simply adressed by confiming received orders by the server. An issued order is only completed on client side, if the server had confirmed that he had re...
by noelte
Tue Jan 17, 2006 11:19 am
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 4056

Hmm, i guess the server could accumulate orders quite easyly even those after pushing turn. But it would be quite odd if a player issues new orders after pressing turn and all other players might have pressed turn while he does so. I FEEL that it would add much complexity to the system while only pr...
by noelte
Tue Jan 17, 2006 8:07 am
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 4056

I think the splash screen SHOULD devide turns from each other. As the game is designed by now, you can't do anything between turns, ok you might look around, but can't change or issue anything. Is there any reason orders couldn't be queued up and then sent to the server when the next turn is actual...
by noelte
Mon Jan 16, 2006 12:23 pm
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 4056

I think the splash screen SHOULD devide turns from each other. As the game is designed by now, you can't do anything between turns, ok you might look around, but can't change or issue anything. That's simply a requirement of the engine. The only thing which we should try to achive is that the games ...
by noelte
Sun Jan 08, 2006 9:17 pm
Forum: Graphics
Topic: please take a look at something i made
Replies: 11
Views: 4759

pd wrote:Sorry to say this, but it's pretty much useless, at least for in-game usage.
Hard words and no explaination...... OK, the models are quite basic at the moment, but i guess LordDante will keep working on them.
by noelte
Tue Jan 03, 2006 9:21 pm
Forum: General Discussion
Topic: i'm gonna help ya!
Replies: 31
Views: 7251

Do i see a couple of NONBELIEVER here? Do I?
by noelte
Mon Jan 02, 2006 9:47 pm
Forum: General Discussion
Topic: i'm gonna help ya!
Replies: 31
Views: 7251

At the end they all see the one and only true programming language ... 8) :wink: :P

Welcome.
by noelte
Sun Jan 01, 2006 12:30 pm
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62519

There are some settings at the msvc build files which depend on my path structure, that's a fact. I haven't found a way to make build files completely independent of local directory structure. At the moment, there is no other person which use those files to actually do some programming. If there is ...
by noelte
Sat Dec 31, 2005 1:31 pm
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62519

As i'm the only one who use msvc build files, it would be nice if noone simply update them!
by noelte
Fri Dec 30, 2005 9:58 am
Forum: General Discussion
Topic: Problems running Free Orion 0.3.1 on WinXP
Replies: 6
Views: 3151

if you can't put msvcp71.dll into the system directory, put it simply at the same path as the freeorion.exe is.
by noelte
Wed Dec 28, 2005 10:33 am
Forum: Other Game Design
Topic: Two Combat Systems - 'For Many' & 'For A Few'
Replies: 4
Views: 1186

We should start ;) with one combat system which can handle all situations more or less good.
by noelte
Thu Dec 22, 2005 2:33 pm
Forum: General Discussion
Topic: General 0.3 Discussion
Replies: 53
Views: 29625

I'm going to be picking holes in this stuff constantly from now on, so get used to it :P :lol: 8) I haven't done much since a year. It's a shame. :( I also poked around a little and wasn't happy about production UI. But most of it is obviously. So, i'm surely not running mad and poke zach ;) He did...
by noelte
Thu Dec 22, 2005 10:54 am
Forum: General Discussion
Topic: General 0.3 Discussion
Replies: 53
Views: 29625

At this point we shouldn't argue about detail in the UI. There are surely some flaws, but it's IMO ok.
by noelte
Thu Dec 22, 2005 8:19 am
Forum: Graphics
Topic: what are you using to texture your models
Replies: 20
Views: 8437

Maybe i mixed things up, i'm not sure. But i think i remember reading about it when someone was talking about Doom/Quake Alien character models...

EDIT: Thinking about what breadman said, i guess he knows what i was thinking .... :twisted:
by noelte
Wed Dec 21, 2005 10:52 pm
Forum: Graphics
Topic: what are you using to texture your models
Replies: 20
Views: 8437

As from what i have heard, polygon models are often designed at a very high level, say 1.000.000 polygons. The finally used in game models use a very much lower level of detail, say 10.000. I don't know exactly how the reduction takes place, i guess there is a tool to whom you can say, give me that ...