Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Mar 19, 2024 5:51 am
All times are UTC + 0
CnC browser engine pre alpha
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 2 [79 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Mar 20, 2011 6:51 pm    Post subject:  CnC browser engine pre alpha Reply with quote  Mark this post and the followings unread

im working on it since a while and now i decided to make my pre - alpha version public Smile

here http://ronco.packagecloud.com/ can you see my actual build ..

criticism and suggestions are welcome Smile

_________________

Back to top
View user's profile Send private message Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Mar 21, 2011 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, although AI can be beaten by a single Nod Artillery as long as it becomes veteran to deal with MLRSs and the Mammoth Tank without being attacked.

The overall experience is good, although path finding demands some serious improvement, AI units need to move their asses more often when attacked and, in few cases, vehicles managed to 'climb' mountains, mainly ignoring the elevation and any natural barrier.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Mar 21, 2011 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

nice

_________________
Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Mar 21, 2011 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Interesting, although AI can be beaten by a single Nod Artillery as long as it becomes veteran to deal with MLRSs and the Mammoth Tank without being attacked.

The overall experience is good, although path finding demands some serious improvement, AI units need to move their asses more often when attacked and, in few cases, vehicles managed to 'climb' mountains, mainly ignoring the elevation and any natural barrier.

He did say pre-alpha for a reason. :p

Though, I have to agree since I noticed the same thing...

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Mar 21, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Interesting, although AI can be beaten by a single Nod Artillery as long as it becomes veteran to deal with MLRSs and the Mammoth Tank without being attacked.

Banshee wrote:

AI units need to move their asses more often when attacked


yes thets because there is no AI ATM Wink .. there is just a autofire function .. the same as the player controlled units have.
Banshee wrote:

The overall experience is good, although path finding demands some serious improvement, vehicles managed to 'climb' mountains, mainly ignoring the elevation and any natural barrier.


thats true .. the path finding is one of the hardest things for me .. i work on it acually.
but javaScript isnt that fast so the task is to keep it simple and good.

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Mar 22, 2011 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

here http://ronco.packagecloud.com/RTS/pathfind.php can you see how the path finding works ATM. everytime i make it look more forword or let it check the complete gemometry of the impassable areas, javascript gives up Sad

did someone know how westwood manage this?

i think i stay with this .. and try to meke it work less bad Wink

_________________

Back to top
View user's profile Send private message Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Mar 22, 2011 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... in your pathfinding.php, I've found inumerous paths that could not be completed by the unit. Are you using A*? If you aren't, take a look at this wikipedia article:

http://en.wikipedia.org/wiki/A*_search_algorithm

Note: copy the whole link, because phpBB doesn't like * in the link.

Back to top
View user's profile Send private message Visit poster's website Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Mar 22, 2011 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

woha thanks banshee !

this is exactly what im looking for Very Happy

dindnt know that something like this exists...

_________________

Back to top
View user's profile Send private message Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Mar 22, 2011 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you need help with algorithms to solve other problems, just post here. I had a bunch of classes of game programming and I might be able to support you with other well known algorithms for it Wink.

Back to top
View user's profile Send private message Visit poster's website Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Wed Mar 23, 2011 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
If you need help with algorithms to solve other problems, just post here. I had a bunch of classes of game programming and I might be able to support you with other well known algorithms for it Wink.


thanks Smile

i found a OS javascript implementation of A* that works in my scripts.
so do you know a algorithm to extrapolate the edges of a A* WP array?
because this script returnes each single point of the path...


edit: i made a filter Smile

Code:

function WPEpolish(WPArr){
   var filteredWPs = new Array();
   var OlWPlength = WPArr.length;
   filteredWPs[0] = WPArr[0];
   for(var OlWP = 1;OlWP<OlWPlength;OlWP++){
      if(WPArr[OlWP-1] && WPArr[OlWP+1] && (WPArr[OlWP-1]['x'] == WPArr[OlWP+1]['x'] || WPArr[OlWP-1]['y'] == WPArr[OlWP+1]['y'])){
         continue;

      }
      filteredWPs[filteredWPs.length] = WPArr[OlWP];
   }
   
   var hopfullyClean = new Array();
   var OlWPlength = filteredWPs.length;
   hopfullyClean[0] = filteredWPs[0];
   for(var OlWP = 1;OlWP<OlWPlength;OlWP++){
      if(filteredWPs[OlWP-1] && filteredWPs[OlWP+1]){
         var xdiv = filteredWPs[OlWP-1]['x']-filteredWPs[OlWP+1]['x'];
         if(xdiv<0){xdiv = xdiv*-1;}
         var ydiv = filteredWPs[OlWP-1]['y']-filteredWPs[OlWP+1]['y'];
         if(ydiv<0){ydiv = ydiv*-1;}
         if(xdiv == grid_size && ydiv == grid_size){
            continue;
         }   
      }
      hopfullyClean[hopfullyClean.length] = filteredWPs[OlWP];
   }   
   return hopfullyClean;
}

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Wed Mar 23, 2011 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

unpdate ;P

now with new A* path find systhem still not perfect but now thay dont climp over impassable ... (in my tests -.-)

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Fri Mar 25, 2011 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Last edited by ronco on Fri Mar 25, 2011 4:31 pm; edited 1 time in total

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 25, 2011 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

forget about AI. make pvp Smile

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Mar 26, 2011 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

First of all, sorry for the lack of help. I'm usually very busy on wednesdays to fridays. Anyway, good job with the pathfinding. As far as I could test it, it's perfect.

And don't listen to Gangster #Tongue. AI is really necessary, but pvp is a good bonus.

Back to top
View user's profile Send private message Visit poster's website Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Mar 26, 2011 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Since this is a browser game I can't image many people spending hours in singleplayer, so multiplayer or PvP would be awesome. #Tongue The pathfinding works well.

Back to top
View user's profile Send private message Send e-mail
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Mar 27, 2011 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm i thought about multyplayer .. im testing some ajax data transfer systhems... but there is much to consider.

i got now some unit to unit collision systhem ...

my new plan is:

- buildings
- miner and tiberium
- sidebar
- plains/helis
- maybe ships
- AI (a little ai is needed to have units in guard mode, good miners ...)
- scripts for the ai in mapeditor
- auto passable impassable paint in mapeditor
- pvp

Very Happy

_________________

Back to top
View user's profile Send private message Visit poster's website
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Mar 27, 2011 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Keep it going! Smile

_________________


Back to top
View user's profile Send private message
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Mar 28, 2011 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Back to top
View user's profile Send private message Visit poster's website
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Mar 28, 2011 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah it's good, though it doesn't seem to do many diagonal maneuvers which would make some moves simpler.

Back to top
View user's profile Send private message Send e-mail
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Mar 28, 2011 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Yeah it's good, though it doesn't seem to do many diagonal maneuvers which would make some moves simpler.


thats because this A* imlementation i use dont goes diagonal but i found a way to clean up useless waypoints so i first delet the wps between corners ..

before:
Code:

start
- - - - - - - - - - - - - - - -
                       x         - -
                       x           - -
                       x             -
                       x             -
                       x             -
                       x              finish

after:

start
-                                -
                       x           
                       x            -
                       x
                       x
                       x            -
                       x             finish


then i drive the path virtual to finish the clean up:
Code:

start
-                         -       
                       x
                       x             
                       x
                       x
                       x            -
                       x             finish

i use only 8 facings for the units so i deceded do let them first drive diagonal and then strait ...


ideal:
Code:

start
 - 
       -
             -
                    -
                           -
                                   finish

but i'll need more then 8 facings for that

if i cut this to 8 facings it looks like this .. but thats to jagged:
Code:

start
 -  -
      -  -
            -  -
                  -  -
                         -
                                   finish

so i did it like this:
Code:

start
 - 
   -
     -
       -
         -  -  -  -  -  - 
                                   finish



import this map to to pathfind or labyrinth to see it goes diagonal



diagonal.ini
 Description:

Download
 Filename:  diagonal.ini
 Filesize:  8.38 KB
 Downloaded:  271 Time(s)


_________________

Back to top
View user's profile Send private message Visit poster's website
D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Tue Mar 29, 2011 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Good luck with this. I hope it goes better than Luftballon did.

Back to top
View user's profile Send private message
DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Tue Mar 29, 2011 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

You don't have to match the 8 angles. I think it's best to just use whatever's closest to the right angle and still take the ideal path.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Wed Mar 30, 2011 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

DeathRay2K wrote:
You don't have to match the 8 angles. I think it's best to just use whatever's closest to the right angle and still take the ideal path.


i tryed this but it looks bad ... Sad

i do what you say with aircraft ... see http://ronco.packagecloud.com/RTS/demo.php (i placed a chinook for Nod)

and invisible update Wink

i have now a global game time that can be slowed sown so everything goes slower ... thats needed to may have a network/online synchronization.. and it guarantees that the same actions can be done in time.. no matter how fast the browser is.

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Thu Mar 31, 2011 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought about multyplayer ... so it is possible .. maybe with websocket instead of ajax ... but i found a big problem Sad

it is very easy to cheat... for example load the demo (http://ronco.packagecloud.com/RTS/demo.php) in google chrome .. go to settings -> tools -> javascript-console and type or paste: createNewUnit('htnk','Nod',48,48,2)
-> press enter and take a look at NW of the map -.-

beacause its all just javascript i dont know how do prevent something like this .. i may write controll functions but thay can be affected by such consoles too ...

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Thu Mar 31, 2011 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update Very Happy

now there can be buildings ... see demo map

now i work on the side bar to make things buildable


edit: attached my current ini set so you can see how it works Smile



iniset00.zip
 Description:

Download
 Filename:  iniset00.zip
 Filesize:  4.89 KB
 Downloaded:  302 Time(s)


_________________

Back to top
View user's profile Send private message Visit poster's website
iNs0MNiaC
Medic


Joined: 23 Jan 2011

PostPosted: Sat Apr 02, 2011 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do add a multiplayer. Then we can have what quake live did for quake, but for C&C. It would really bring the classics back.

_________________

Back to top
View user's profile Send private message Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Apr 03, 2011 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

iNs0MNiaC wrote:
Do add a multiplayer. Then we can have what quake live did for quake, but for C&C. It would really bring the classics back.


yeha Smile but its still a log way till multyplayer

Update Very Happy now mcv deploys and thay are some buildings and infantry buildable ... the sidebar has no style ATM. but the logics work Smile ... see demo
(refresh the demo site because of cache)

_________________

Back to top
View user's profile Send private message Visit poster's website
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 03, 2011 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, this really is awesome. Now what it also needs are sounds Smile

_________________


Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Apr 03, 2011 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice, though I think you should limit the resolution to something like 1024x768 or even 800x600.

Back to top
View user's profile Send private message Send e-mail
Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Sun Apr 03, 2011 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Getting more awesome by the minute! Very Happy

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Apr 03, 2011 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Say, would it be possible for you to show us the graphical representation of unit's range? I noticed that artillery cannot engage units that are on the same vertical, unless it auto-engages when place on that vertical.

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Apr 04, 2011 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Now what it also needs are sounds Smile


yes sounds are planned but at the moment there are still disagreements with the sound types in browsers so firefox takes only .ogg others mp3 ... and i dont wana each sound in 3 formats -.- i will look at this later Wink

OmegaBolt wrote:

Nice, though I think you should limit the resolution to something like 1024x768 or even 800x600.


as far as i know its not possible ... i may put it in a smaller area like in the mapeditor. or zoom it but browsers slows extremly down with zoomed images. and if i zoom the images while loading via canvas it will dubble the loading time..

gufu wrote:

Say, would it be possible for you to show us the graphical representation of unit's range? I noticed that artillery cannot engage units that are on the same vertical, unless it auto-engages when place on that vertical.


yes its possible but i think i fixed this so it will be fixed on the demo within next update ... there was a problem with the fireinterval..

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Apr 04, 2011 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update ..

- now it works on InternetExplorer 9

and now the ai has a guard function .. so it reacts if a unit recives damage Very Happy

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Apr 04, 2011 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Nice, though I think you should limit the resolution to something like 1024x768 or even 800x600.


i thought about the resolution again.. and it is possible i may resize everything so the images made from the shps can be bigger... but thats up to you Very Happy when this engine is finished you can make a "all bigger" mod Wink

little update .. now the demo starts with more $ and you can build tanks and gun turrets

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Tue Apr 05, 2011 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update:

- growing tiberium

- harvesting harvesters Very Happy


see demo

there are many animations missing .. ill add them if everything works fine

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Wed Apr 06, 2011 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Apr 06, 2011 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

something needs to be done with airstrip. it can deploy units to impossible area.

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Wed Apr 06, 2011 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep buildings actually dont have this "dirt" thing thats passable under it .. ill add this soon Smile

[edit] added and fixed [/edit]

_________________

Back to top
View user's profile Send private message Visit poster's website
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Thu Apr 07, 2011 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

update...

- reduced gamespeed slowdowns by ~30%

and im thinking about units getting expirience by killing others so thay can have a lvl (a little like WC3) ...

maybe also with skills and skill trees Very Happy .... what do you think about this?

... because i dont want this engine to "just" run c&c1

_________________

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Apr 07, 2011 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think it is a nice a idea, but you need consentrate first on adding power, maybe adding harverster unloading frames, better working aircraft types and anything else what missing from original

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Thu Apr 07, 2011 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

ronco wrote:
update...

- reduced gamespeed slowdowns by ~30%

and im thinking about units getting expirience by killing others so thay can have a lvl (a little like WC3) ...

maybe also with skills and skill trees Very Happy .... what do you think about this?

... because i dont want this engine to "just" run c&c1


If you do that, you will definately be an god for me. Very Happy

Back to top
View user's profile Send private message
Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Fri Apr 08, 2011 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Ronco, you may wish to consider submitting this to the Google Chrome App Market for browser apps, as a free or paid app. It'd get it a lot of publicity.

_________________
PreRA2 Dev Lead

Back to top
View user's profile Send private message
Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Apr 08, 2011 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

You mean the overglorified bookmarks page that nobody uses?

_________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee

Back to top
View user's profile Send private message
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Fri Apr 08, 2011 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
i think it is a nice a idea, but you need consentrate first on adding power, maybe adding harverster unloading frames, better working aircraft types and anything else what missing from original


i do .. but its good to know what should be there so i can take care of it while i doing other things..
i work atm on multible weapons .. also on the distinction what weapon hits what..

from my current ini:
Code:

;warhead = a defined warhead (needed)
;pjojectile = a defined projectile
;damage = needed
;animation = a defined animation
;coolDown = in ms ... needed
;accuracy = accuracy in %.. 100% hits always with 100% dam
;hitsAircraft = true or false
;hitsOnly = can be aircraft, infantry, units and/or buildings
;burst = number > 0
;burstdelay =  to define a other then set in General


Symphonic wrote:

Ronco, you may wish to consider submitting this to the Google Chrome App Market for browser apps, as a free or paid app. It'd get it a lot of publicity.

maybe later ... and if .. then as free app ... if i dont said this .. this engine is/will be under GNU (http://www.gnu.org/licenses/licenses.html) license so it is freeware.. so if someone makes a game with his own graphics with it, he may sell it ...

_________________

Back to top
View user's profile Send private message Visit poster's website
hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Apr 08, 2011 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you are using command and conquer graphics along with names doesn't that make it illegal?

Back to top
View user's profile Send private message
Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Fri Apr 08, 2011 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
If you are using command and conquer graphics along with names doesn't that make it illegal?

C&C1 is freeware. It is downloadable for free over at CommandAndConquer.com

And yes, that is the full game. With expansion.
Same for Red Alert 1 and Tiberian Sun.

And technically EA support mods with their own content. Some people have made RA3 mods with C&C3 graphics and code and EALA/Victory Games have even promoted them on their site. It's not illegal unless you try to sell it, because the work is not entirely your original work. That's when it messes with the regulations on intellectual properties; When it comes down to people making money for something they are neither been given rights to distribute nor have created originally in its entirety.

Though sometimes companies send Cease-and-Desist letters to modmakers, because their work is too similiar to an upcoming game they are making. (Like Blizzard did with that StarCraft 2 mod for Generals, and like Microsoft did with Halogen, another Generals mod, when they were going to announce Halo Wars)

Back to top
View user's profile Send private message Send e-mail Skype Account
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Apr 11, 2011 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

update:

- infinite weapons for each unit are possible
- its now possibile to set what weapon can hit what
- startet with a skill, Lvl and expirience system
- working Powersystem
- sidebars are now external html/css files that can be designed for each side
- new sidebar style ..
- primary factorys can be set with dubble click on one
- some bug fixes

next thing is fighting aircraft and pad bound aircraft..

you can see the actual inis here:

http://ronco.packagecloud.com/RTS/iniset00/art.ini
http://ronco.packagecloud.com/RTS/iniset00/rules.ini
http://ronco.packagecloud.com/RTS/iniset00/skills.ini
http://ronco.packagecloud.com/RTS/iniset00/temperat.ini

sidebar HTML here: (there is not much to see... take a look at sourcecode if you want to see how it works )

http://ronco.packagecloud.com/RTS/sidebar/sidebar_html_css/sidebar_gdi.htm
http://ronco.packagecloud.com/RTS/sidebar/sidebar_html_css/sidebar_nod.htm
http://ronco.packagecloud.com/RTS/sidebar/sidebar_html_css/sidebar.css

_________________

Back to top
View user's profile Send private message Visit poster's website
Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Mon Apr 11, 2011 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Apr 11, 2011 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

New versions awesome! I still wish you could scroll without having to move the scroll bars, but it's coming along very nicely. Need a sell function though! Ran out of cash before getting my refinery. #Tongue

Back to top
View user's profile Send private message Send e-mail
ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Mon Apr 11, 2011 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore wrote:

By the way ronco, use the C&C1 GDI and Nod logo's Wink


done Embarassed

OmegaBolt wrote:

I still wish you could scroll without having to move the scroll bars, but it's coming along very nicely. Need a sell function though!


i add mouseover scroll when i do the minimap ... sell & repair are on my todo list Wink

_________________

Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [79 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2267s ][ Queries: 13 (0.0126s) ][ Debug on ]