Search found 861 matches
- 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...
- 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...
- 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...
- 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 ...
- Sun Jan 08, 2006 9:17 pm
- Forum: Graphics
- Topic: please take a look at something i made
- Replies: 11
- Views: 4759
- Tue Jan 03, 2006 9:21 pm
- Forum: General Discussion
- Topic: i'm gonna help ya!
- Replies: 31
- Views: 7251
- Mon Jan 02, 2006 9:47 pm
- Forum: General Discussion
- Topic: i'm gonna help ya!
- Replies: 31
- Views: 7251
- 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 ...
- Sat Dec 31, 2005 1:31 pm
- Forum: Programming
- Topic: The Help Thread
- Replies: 293
- Views: 62519
- Fri Dec 30, 2005 9:58 am
- Forum: General Discussion
- Topic: Problems running Free Orion 0.3.1 on WinXP
- Replies: 6
- Views: 3151
- Wed Dec 28, 2005 10:33 am
- Forum: Other Game Design
- Topic: Two Combat Systems - 'For Many' & 'For A Few'
- Replies: 4
- Views: 1186
- 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...
- Thu Dec 22, 2005 10:54 am
- Forum: General Discussion
- Topic: General 0.3 Discussion
- Replies: 53
- Views: 29625
- Thu Dec 22, 2005 8:19 am
- Forum: Graphics
- Topic: what are you using to texture your models
- Replies: 20
- Views: 8437
- 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 ...